/* RetroArch - A frontend for libretro. * Copyright (C) 2019 - 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 . */ /* Modern OpenGL driver. * * Minimum version (desktop): OpenGL 3.2+ (2009) * Minimum version (mobile) : OpenGLES 3.0+ (2012) */ #ifdef HAVE_CONFIG_H #include "../../config.h" #endif #include #include "../common/gl3_defines.h" #include #include #include #include #include #include #include "../../configuration.h" #include "../../dynamic.h" #ifdef HAVE_REWIND #include "../../state_manager.h" #endif #include "../../retroarch.h" #include "../../verbosity.h" #ifdef HAVE_THREADS #include "../video_thread_wrapper.h" #endif #include "../font_driver.h" #include "../../record/record_driver.h" #ifdef HAVE_MENU #include "../../menu/menu_driver.h" #endif #ifdef HAVE_GFX_WIDGETS #include "../gfx_widgets.h" #endif static const struct video_ortho gl3_default_ortho = {0, 1, 0, 1, -1, 1}; static const float gl3_vertexes[8] = { 0, 0, 1, 0, 0, 1, 1, 1 }; static const float gl3_tex_coords[8] = { 0, 1, 1, 1, 0, 0, 1, 0 }; static const float gl3_colors[16] = { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, }; /** * FORWARD DECLARATIONS */ static void gl3_set_viewport(gl3_t *gl, unsigned viewport_width, unsigned viewport_height, bool force_full, bool allow_rotate); /** * GL3 COMMON */ void gl3_framebuffer_copy( GLuint fb_id, GLuint quad_program, GLuint quad_vbo, GLint flat_ubo_vertex, struct Size2D size, GLuint image) { glBindFramebuffer(GL_FRAMEBUFFER, fb_id); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glViewport(0, 0, size.width, size.height); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(quad_program); if (flat_ubo_vertex >= 0) { static float mvp[16] = { 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, 0.0f, -1.0f,-1.0f, 0.0f, 1.0f }; glUniform4fv(flat_ubo_vertex, 4, mvp); } /* Draw quad */ glDisable(GL_CULL_FACE); glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glBindBuffer(GL_ARRAY_BUFFER, quad_vbo); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void *)((uintptr_t)(0))); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void *)((uintptr_t)(2 * sizeof(float)))); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glBindBuffer(GL_ARRAY_BUFFER, 0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glUseProgram(0); glBindTexture(GL_TEXTURE_2D, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); } void gl3_framebuffer_copy_partial( GLuint fb_id, GLuint quad_program, GLint flat_ubo_vertex, struct Size2D size, GLuint image, float rx, float ry) { GLuint vbo; const float quad_data[16] = { 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, rx, 0.0f, 0.0f, 1.0f, 0.0f, ry, 1.0f, 1.0f, rx, ry, }; glBindFramebuffer(GL_FRAMEBUFFER, fb_id); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glViewport(0, 0, size.width, size.height); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(quad_program); if (flat_ubo_vertex >= 0) { static float mvp[16] = { 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, 0.0f, -1.0f,-1.0f, 0.0f, 1.0f }; glUniform4fv(flat_ubo_vertex, 4, mvp); } glDisable(GL_CULL_FACE); glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); /* A bit crude, but heeeey. */ glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(quad_data), quad_data, GL_STREAM_DRAW); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void *)((uintptr_t)(0))); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void *)((uintptr_t)(2 * sizeof(float)))); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glBindBuffer(GL_ARRAY_BUFFER, 0); glDeleteBuffers(1, &vbo); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glUseProgram(0); glBindTexture(GL_TEXTURE_2D, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); } GLuint gl3_compile_shader(GLenum stage, const char *source) { GLint status; GLuint shader = glCreateShader(stage); const char *ptr = source; glShaderSource(shader, 1, &ptr, NULL); glCompileShader(shader); glGetShaderiv(shader, GL_COMPILE_STATUS, &status); if (!status) { GLint length; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length); if (length > 0) { char *info_log = (char*)malloc(length); if (info_log) { glGetShaderInfoLog(shader, length, &length, info_log); RARCH_ERR("[GLCore]: Failed to compile shader: %s\n", info_log); free(info_log); glDeleteShader(shader); return 0; } } } return shader; } uint32_t gl3_get_cross_compiler_target_version(void) { const char *version = (const char*)glGetString(GL_VERSION); unsigned major = 0; unsigned minor = 0; #ifdef HAVE_OPENGLES3 if (!version || sscanf(version, "OpenGL ES %u.%u", &major, &minor) != 2) return 300; if (major == 2 && minor == 0) return 100; #else if (!version || sscanf(version, "%u.%u", &major, &minor) != 2) return 150; if (major == 3) { switch (minor) { case 2: return 150; case 1: return 140; case 0: return 130; } } else if (major == 2) { switch (minor) { case 1: return 120; case 0: return 110; } } #endif return 100 * major + 10 * minor; } static void gl3_bind_scratch_vbo(gl3_t *gl, const void *data, size_t size) { if (!gl->scratch_vbos[gl->scratch_vbo_index]) glGenBuffers(1, &gl->scratch_vbos[gl->scratch_vbo_index]); glBindBuffer(GL_ARRAY_BUFFER, gl->scratch_vbos[gl->scratch_vbo_index]); glBufferData(GL_ARRAY_BUFFER, size, data, GL_STREAM_DRAW); gl->scratch_vbo_index++; if (gl->scratch_vbo_index >= GL_CORE_NUM_VBOS) gl->scratch_vbo_index = 0; } /** * DISPLAY DRIVER */ static void *gfx_display_gl3_get_default_mvp(void *data) { gl3_t *gl3 = (gl3_t*)data; if (!gl3) return NULL; return &gl3->mvp_no_rot; } static const float *gfx_display_gl3_get_default_vertices(void) { return &gl3_vertexes[0]; } static const float *gfx_display_gl3_get_default_tex_coords(void) { return &gl3_tex_coords[0]; } static void gfx_display_gl3_draw_pipeline( gfx_display_ctx_draw_t *draw, gfx_display_t *p_disp, void *data, unsigned video_width, unsigned video_height) { #ifdef HAVE_SHADERPIPELINE float output_size[2]; static struct video_coords blank_coords; static uint8_t ubo_scratch_data[768]; static float t = 0.0f; float yflip = 0.0f; video_coord_array_t *ca = NULL; gl3_t *gl = (gl3_t*)data; if (!gl || !draw) return; draw->x = 0; draw->y = 0; draw->matrix_data = NULL; output_size[0] = (float)video_width; output_size[1] = (float)video_height; switch (draw->pipeline_id) { /* Ribbon */ default: case VIDEO_SHADER_MENU: case VIDEO_SHADER_MENU_2: ca = &p_disp->dispca; draw->coords = (struct video_coords*)&ca->coords; draw->backend_data = ubo_scratch_data; draw->backend_data_size = 2 * sizeof(float); /* Match UBO layout in shader. */ yflip = -1.0f; memcpy(ubo_scratch_data, &t, sizeof(t)); memcpy(ubo_scratch_data + sizeof(float), &yflip, sizeof(yflip)); break; /* Snow simple */ case VIDEO_SHADER_MENU_3: case VIDEO_SHADER_MENU_4: case VIDEO_SHADER_MENU_5: draw->backend_data = ubo_scratch_data; draw->backend_data_size = sizeof(math_matrix_4x4) + 4 * sizeof(float); /* Match UBO layout in shader. */ memcpy(ubo_scratch_data, &gl->mvp_no_rot, sizeof(math_matrix_4x4)); memcpy(ubo_scratch_data + sizeof(math_matrix_4x4), output_size, sizeof(output_size)); if (draw->pipeline_id == VIDEO_SHADER_MENU_5) yflip = 1.0f; memcpy(ubo_scratch_data + sizeof(math_matrix_4x4) + 2 * sizeof(float), &t, sizeof(t)); memcpy(ubo_scratch_data + sizeof(math_matrix_4x4) + 3 * sizeof(float), &yflip, sizeof(yflip)); draw->coords = &blank_coords; blank_coords.vertices = 4; draw->prim_type = GFX_DISPLAY_PRIM_TRIANGLESTRIP; break; } t += 0.01; #endif } static void gfx_display_gl3_draw(gfx_display_ctx_draw_t *draw, void *data, unsigned video_width, unsigned video_height) { const float *vertex = NULL; const float *tex_coord = NULL; const float *color = NULL; GLuint texture = 0; gl3_t *gl = (gl3_t*)data; const struct gl3_buffer_locations *loc = NULL; if (!gl || !draw) return; texture = (GLuint)draw->texture; vertex = draw->coords->vertex; tex_coord = draw->coords->tex_coord; color = draw->coords->color; if (!vertex) vertex = gfx_display_gl3_get_default_vertices(); if (!tex_coord) tex_coord = &gl3_tex_coords[0]; if (!color) color = &gl3_colors[0]; glViewport(draw->x, draw->y, draw->width, draw->height); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture); switch (draw->pipeline_id) { case VIDEO_SHADER_MENU: case VIDEO_SHADER_MENU_2: glBlendFunc(GL_DST_COLOR, GL_ONE); break; default: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; } switch (draw->pipeline_id) { #ifdef HAVE_SHADERPIPELINE case VIDEO_SHADER_MENU: glUseProgram(gl->pipelines.ribbon); loc = &gl->pipelines.ribbon_loc; break; case VIDEO_SHADER_MENU_2: glUseProgram(gl->pipelines.ribbon_simple); loc = &gl->pipelines.ribbon_simple_loc; break; case VIDEO_SHADER_MENU_3: glUseProgram(gl->pipelines.snow_simple); loc = &gl->pipelines.snow_simple_loc; break; case VIDEO_SHADER_MENU_4: glUseProgram(gl->pipelines.snow); loc = &gl->pipelines.snow_loc; break; case VIDEO_SHADER_MENU_5: glUseProgram(gl->pipelines.bokeh); loc = &gl->pipelines.bokeh_loc; break; #endif default: glUseProgram(gl->pipelines.alpha_blend); break; } if (loc) { if (loc->flat_ubo_vertex >= 0) glUniform4fv(loc->flat_ubo_vertex, (GLsizei)((draw->backend_data_size + 15) / 16), (const GLfloat*)draw->backend_data); if (loc->flat_ubo_fragment >= 0) glUniform4fv(loc->flat_ubo_fragment, (GLsizei)((draw->backend_data_size + 15) / 16), (const GLfloat*)draw->backend_data); } else { const math_matrix_4x4 *mat = draw->matrix_data ? (const math_matrix_4x4*)draw->matrix_data : (const math_matrix_4x4*)&gl->mvp_no_rot; if (gl->pipelines.alpha_blend_loc.flat_ubo_vertex >= 0) glUniform4fv(gl->pipelines.alpha_blend_loc.flat_ubo_vertex, 4, mat->data); } glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); gl3_bind_scratch_vbo(gl, vertex, 2 * sizeof(float) * draw->coords->vertices); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)(uintptr_t)0); gl3_bind_scratch_vbo(gl, tex_coord, 2 * sizeof(float) * draw->coords->vertices); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)(uintptr_t)0); gl3_bind_scratch_vbo(gl, color, 4 * sizeof(float) * draw->coords->vertices); glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void *)(uintptr_t)0); switch (draw->prim_type) { case GFX_DISPLAY_PRIM_TRIANGLESTRIP: glDrawArrays(GL_TRIANGLE_STRIP, 0, draw->coords->vertices); break; case GFX_DISPLAY_PRIM_TRIANGLES: glDrawArrays(GL_TRIANGLES, 0, draw->coords->vertices); break; case GFX_DISPLAY_PRIM_NONE: default: break; } glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0); } static void gfx_display_gl3_blend_begin(void *data) { gl3_t *gl = (gl3_t*)data; glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glUseProgram(gl->pipelines.alpha_blend); } static void gfx_display_gl3_blend_end(void *data) { glDisable(GL_BLEND); } static void gfx_display_gl3_scissor_begin(void *data, unsigned video_width, unsigned video_height, int x, int y, unsigned width, unsigned height) { glScissor(x, video_height - y - height, width, height); glEnable(GL_SCISSOR_TEST); } static void gfx_display_gl3_scissor_end( void *data, unsigned video_width, unsigned video_height) { glDisable(GL_SCISSOR_TEST); } gfx_display_ctx_driver_t gfx_display_ctx_gl3 = { gfx_display_gl3_draw, gfx_display_gl3_draw_pipeline, gfx_display_gl3_blend_begin, gfx_display_gl3_blend_end, gfx_display_gl3_get_default_mvp, gfx_display_gl3_get_default_vertices, gfx_display_gl3_get_default_tex_coords, FONT_DRIVER_RENDER_OPENGL_CORE_API, GFX_VIDEO_DRIVER_OPENGL_CORE, "glcore", false, gfx_display_gl3_scissor_begin, gfx_display_gl3_scissor_end }; /** * FONT DRIVER */ /* TODO: Move viewport side effects to the caller: it's a source of bugs. */ #define GL_CORE_RASTER_FONT_EMIT(c, vx, vy) \ font_vertex[ 2 * (6 * i + c) + 0] = (x + (delta_x + off_x + vx * width) * scale) * inv_win_width; \ font_vertex[ 2 * (6 * i + c) + 1] = (y + (delta_y - off_y - vy * height) * scale) * inv_win_height; \ font_tex_coords[ 2 * (6 * i + c) + 0] = (tex_x + vx * width) * inv_tex_size_x; \ font_tex_coords[ 2 * (6 * i + c) + 1] = (tex_y + vy * height) * inv_tex_size_y; \ font_color[ 4 * (6 * i + c) + 0] = color[0]; \ font_color[ 4 * (6 * i + c) + 1] = color[1]; \ font_color[ 4 * (6 * i + c) + 2] = color[2]; \ font_color[ 4 * (6 * i + c) + 3] = color[3] #define MAX_MSG_LEN_CHUNK 64 typedef struct { gl3_t *gl; GLuint tex; const font_renderer_driver_t *font_driver; void *font_data; struct font_atlas *atlas; video_font_raster_block_t *block; } gl3_raster_t; static void gl3_raster_font_free(void *data, bool is_threaded) { gl3_raster_t *font = (gl3_raster_t*)data; if (!font) return; if (font->font_driver && font->font_data) font->font_driver->free(font->font_data); if (is_threaded) if ( font->gl && font->gl->ctx_driver && font->gl->ctx_driver->make_current) font->gl->ctx_driver->make_current(true); glDeleteTextures(1, &font->tex); free(font); } static void gl3_raster_font_upload_atlas(gl3_raster_t *font) { if (font->tex) glDeleteTextures(1, &font->tex); glGenTextures(1, &font->tex); glBindTexture(GL_TEXTURE_2D, font->tex); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); glTexStorage2D(GL_TEXTURE_2D, 1, GL_R8, font->atlas->width, font->atlas->height); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, font->atlas->width, font->atlas->height, GL_RED, GL_UNSIGNED_BYTE, font->atlas->buffer); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, 0); } static void *gl3_raster_font_init(void *data, const char *font_path, float font_size, bool is_threaded) { gl3_raster_t *font = (gl3_raster_t*)calloc(1, sizeof(*font)); if (!font) return NULL; font->gl = (gl3_t*)data; if (!font_renderer_create_default( &font->font_driver, &font->font_data, font_path, font_size)) { free(font); return NULL; } if (is_threaded) if ( font->gl && font->gl->ctx_driver && font->gl->ctx_driver->make_current) font->gl->ctx_driver->make_current(false); font->atlas = font->font_driver->get_atlas(font->font_data); gl3_raster_font_upload_atlas(font); font->atlas->dirty = false; return font; } static int gl3_raster_font_get_message_width(void *data, const char *msg, size_t msg_len, float scale) { const struct font_glyph* glyph_q = NULL; gl3_raster_t *font = (gl3_raster_t*)data; const char* msg_end = msg + msg_len; int delta_x = 0; if ( !font || !font->font_driver || !font->font_data ) return 0; glyph_q = font->font_driver->get_glyph(font->font_data, '?'); while (msg < msg_end) { const struct font_glyph *glyph; unsigned code = utf8_walk(&msg); /* Do something smarter here ... */ if (!(glyph = font->font_driver->get_glyph( font->font_data, code))) if (!(glyph = glyph_q)) continue; delta_x += glyph->advance_x; } return delta_x * scale; } static void gl3_raster_font_draw_vertices(gl3_t *gl, gl3_raster_t *font, const video_coords_t *coords) { if (font->atlas->dirty) { gl3_raster_font_upload_atlas(font); font->atlas->dirty = false; } glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, font->tex); if (gl->pipelines.font_loc.flat_ubo_vertex >= 0) glUniform4fv(gl->pipelines.font_loc.flat_ubo_vertex, 4, gl->mvp_no_rot.data); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); gl3_bind_scratch_vbo(gl, coords->vertex, 2 * sizeof(float) * coords->vertices); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)(uintptr_t)0); gl3_bind_scratch_vbo(gl, coords->tex_coord, 2 * sizeof(float) * coords->vertices); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)(uintptr_t)0); gl3_bind_scratch_vbo(gl, coords->color, 4 * sizeof(float) * coords->vertices); glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void *)(uintptr_t)0); glDrawArrays(GL_TRIANGLES, 0, coords->vertices); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glBindBuffer(GL_ARRAY_BUFFER, 0); } static void gl3_raster_font_render_line(gl3_t *gl, gl3_raster_t *font, const struct font_glyph* glyph_q, const char *msg, size_t msg_len, GLfloat scale, const GLfloat color[4], GLfloat pos_x, GLfloat pos_y, int pre_x, float inv_tex_size_x, float inv_tex_size_y, float inv_win_width, float inv_win_height, unsigned text_align) { int i; struct video_coords coords; GLfloat font_tex_coords[2 * 6 * MAX_MSG_LEN_CHUNK]; GLfloat font_vertex [2 * 6 * MAX_MSG_LEN_CHUNK]; GLfloat font_color [4 * 6 * MAX_MSG_LEN_CHUNK]; const char* msg_end = msg + msg_len; int x = pre_x; int y = roundf(pos_y * gl->vp.height); int delta_x = 0; int delta_y = 0; switch (text_align) { case TEXT_ALIGN_RIGHT: x -= gl3_raster_font_get_message_width(font, msg, msg_len, scale); break; case TEXT_ALIGN_CENTER: x -= gl3_raster_font_get_message_width(font, msg, msg_len, scale) / 2.0; break; } while (msg < msg_end) { i = 0; while ((i < MAX_MSG_LEN_CHUNK) && (msg < msg_end)) { const struct font_glyph *glyph; int off_x, off_y, tex_x, tex_y, width, height; unsigned code = utf8_walk(&msg); /* Do something smarter here ... */ if (!(glyph = font->font_driver->get_glyph( font->font_data, code))) if (!(glyph = glyph_q)) continue; off_x = glyph->draw_offset_x; off_y = glyph->draw_offset_y; tex_x = glyph->atlas_offset_x; tex_y = glyph->atlas_offset_y; width = glyph->width; height = glyph->height; GL_CORE_RASTER_FONT_EMIT(0, 0, 1); /* Bottom-left */ GL_CORE_RASTER_FONT_EMIT(1, 1, 1); /* Bottom-right */ GL_CORE_RASTER_FONT_EMIT(2, 0, 0); /* Top-left */ GL_CORE_RASTER_FONT_EMIT(3, 1, 0); /* Top-right */ GL_CORE_RASTER_FONT_EMIT(4, 0, 0); /* Top-left */ GL_CORE_RASTER_FONT_EMIT(5, 1, 1); /* Bottom-right */ i++; delta_x += glyph->advance_x; delta_y -= glyph->advance_y; } coords.tex_coord = font_tex_coords; coords.vertex = font_vertex; coords.color = font_color; coords.vertices = i * 6; coords.lut_tex_coord = font_tex_coords; if (font->block) video_coord_array_append(&font->block->carr, &coords, coords.vertices); else gl3_raster_font_draw_vertices(gl, font, &coords); } } static void gl3_raster_font_render_message( gl3_t *gl, gl3_raster_t *font, const char *msg, GLfloat scale, const GLfloat color[4], GLfloat pos_x, GLfloat pos_y, unsigned text_align) { float line_height; struct font_line_metrics *line_metrics = NULL; int lines = 0; float inv_tex_size_x = 1.0f / font->atlas->width; float inv_tex_size_y = 1.0f / font->atlas->height; float inv_win_width = 1.0f / gl->vp.width; float inv_win_height = 1.0f / gl->vp.height; int x = roundf(pos_x * gl->vp.width); const struct font_glyph* glyph_q = font->font_driver->get_glyph(font->font_data, '?'); font->font_driver->get_line_metrics(font->font_data, &line_metrics); line_height = line_metrics->height * scale / gl->vp.height; for (;;) { const char *delim = strchr(msg, '\n'); size_t msg_len = delim ? (size_t)(delim - msg) : strlen(msg); /* Draw the line */ gl3_raster_font_render_line(gl, font, glyph_q, msg, msg_len, scale, color, pos_x, pos_y - (float)lines * line_height, x, inv_tex_size_x, inv_tex_size_y, inv_win_width, inv_win_height, text_align); if (!delim) break; msg += msg_len + 1; lines++; } } static void gl3_raster_font_setup_viewport( gl3_t *gl, unsigned width, unsigned height, gl3_raster_t *font, bool full_screen) { gl3_set_viewport(gl, width, height, full_screen, false); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); glUseProgram(gl->pipelines.font); } static void gl3_raster_font_render_msg( void *userdata, void *data, const char *msg, const struct font_params *params) { GLfloat color[4]; int drop_x, drop_y; GLfloat x, y, scale, drop_mod, drop_alpha; enum text_alignment text_align = TEXT_ALIGN_LEFT; bool full_screen = false; gl3_raster_t *font = (gl3_raster_t*)data; gl3_t *gl = (gl3_t*)userdata; unsigned width = gl->video_width; unsigned height = gl->video_height; settings_t *settings = config_get_ptr(); float video_msg_pos_x = settings->floats.video_msg_pos_x; float video_msg_pos_y = settings->floats.video_msg_pos_y; float video_msg_color_r = settings->floats.video_msg_color_r; float video_msg_color_g = settings->floats.video_msg_color_g; float video_msg_color_b = settings->floats.video_msg_color_b; if (!font || string_is_empty(msg) || !gl) return; if (params) { x = params->x; y = params->y; scale = params->scale; full_screen = params->full_screen; text_align = params->text_align; drop_x = params->drop_x; drop_y = params->drop_y; drop_mod = params->drop_mod; drop_alpha = params->drop_alpha; color[0] = FONT_COLOR_GET_RED(params->color) / 255.0f; color[1] = FONT_COLOR_GET_GREEN(params->color) / 255.0f; color[2] = FONT_COLOR_GET_BLUE(params->color) / 255.0f; color[3] = FONT_COLOR_GET_ALPHA(params->color) / 255.0f; /* If alpha is 0.0f, turn it into default 1.0f */ if (color[3] <= 0.0f) color[3] = 1.0f; } else { x = video_msg_pos_x; y = video_msg_pos_y; scale = 1.0f; full_screen = true; text_align = TEXT_ALIGN_LEFT; color[0] = video_msg_color_r; color[1] = video_msg_color_g; color[2] = video_msg_color_b; color[3] = 1.0f; drop_x = -2; drop_y = -2; drop_mod = 0.3f; drop_alpha = 1.0f; } if (font->block) font->block->fullscreen = full_screen; else gl3_raster_font_setup_viewport(gl, width, height, font, full_screen); if (!string_is_empty(msg) && font->font_data && font->font_driver) { if (drop_x || drop_y) { GLfloat color_dark[4]; color_dark[0] = color[0] * drop_mod; color_dark[1] = color[1] * drop_mod; color_dark[2] = color[2] * drop_mod; color_dark[3] = color[3] * drop_alpha; gl3_raster_font_render_message(gl, font, msg, scale, color_dark, x + scale * drop_x / gl->vp.width, y + scale * drop_y / gl->vp.height, text_align); } gl3_raster_font_render_message(gl, font, msg, scale, color, x, y, text_align); } if (!font->block) { glDisable(GL_BLEND); gl3_set_viewport(gl, width, height, false, true); } } static const struct font_glyph *gl3_raster_font_get_glyph( void *data, uint32_t code) { gl3_raster_t *font = (gl3_raster_t*)data; if (font && font->font_driver) return font->font_driver->get_glyph((void*)font->font_driver, code); return NULL; } static void gl3_raster_font_flush_block(unsigned width, unsigned height, void *data) { gl3_raster_t *font = (gl3_raster_t*)data; video_font_raster_block_t *block = font ? font->block : NULL; gl3_t *gl = font ? font->gl : NULL; if (!font || !block || !block->carr.coords.vertices || !gl) return; gl3_raster_font_setup_viewport(gl, width, height, font, block->fullscreen); gl3_raster_font_draw_vertices(gl, font, (video_coords_t*)&block->carr.coords); glDisable(GL_BLEND); gl3_set_viewport(gl, width, height, block->fullscreen, true); } static void gl3_raster_font_bind_block(void *data, void *userdata) { gl3_raster_t *font = (gl3_raster_t*)data; video_font_raster_block_t *block = (video_font_raster_block_t*)userdata; if (font) font->block = block; } static bool gl3_raster_font_get_line_metrics(void* data, struct font_line_metrics **metrics) { gl3_raster_t *font = (gl3_raster_t*)data; if (font && font->font_driver && font->font_data) { font->font_driver->get_line_metrics(font->font_data, metrics); return true; } return false; } font_renderer_t gl3_raster_font = { gl3_raster_font_init, gl3_raster_font_free, gl3_raster_font_render_msg, "glcore", gl3_raster_font_get_glyph, gl3_raster_font_bind_block, gl3_raster_font_flush_block, gl3_raster_font_get_message_width, gl3_raster_font_get_line_metrics }; /** * VIDEO DRIVER */ static void gl3_deinit_fences(gl3_t *gl) { size_t i; for (i = 0; i < gl->fence_count; i++) { if (gl->fences[i]) glDeleteSync(gl->fences[i]); } gl->fence_count = 0; memset(gl->fences, 0, sizeof(gl->fences)); } static bool gl3_init_pbo_readback(gl3_t *gl) { int i; struct scaler_ctx *scaler = NULL; glGenBuffers(GL_CORE_NUM_PBOS, gl->pbo_readback); for (i = 0; i < GL_CORE_NUM_PBOS; i++) { glBindBuffer(GL_PIXEL_PACK_BUFFER, gl->pbo_readback[i]); glBufferData(GL_PIXEL_PACK_BUFFER, gl->vp.width * gl->vp.height * sizeof(uint32_t), NULL, GL_STREAM_READ); } glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); scaler = &gl->pbo_readback_scaler; scaler->in_width = gl->vp.width; scaler->in_height = gl->vp.height; scaler->out_width = gl->vp.width; scaler->out_height = gl->vp.height; scaler->in_stride = gl->vp.width * sizeof(uint32_t); scaler->out_stride = gl->vp.width * 3; scaler->in_fmt = SCALER_FMT_ABGR8888; scaler->out_fmt = SCALER_FMT_BGR24; scaler->scaler_type = SCALER_TYPE_POINT; if (!scaler_ctx_gen_filter(scaler)) { gl->flags &= ~GL3_FLAG_PBO_READBACK_ENABLE; RARCH_ERR("[GLCore]: Failed to initialize pixel conversion for PBO.\n"); glDeleteBuffers(4, gl->pbo_readback); memset(gl->pbo_readback, 0, sizeof(gl->pbo_readback)); return false; } return true; } static void gl3_deinit_pbo_readback(gl3_t *gl) { int i; for (i = 0; i < GL_CORE_NUM_PBOS; i++) if (gl->pbo_readback[i] != 0) glDeleteBuffers(1, &gl->pbo_readback[i]); memset(gl->pbo_readback, 0, sizeof(gl->pbo_readback)); scaler_ctx_gen_reset(&gl->pbo_readback_scaler); } static void gl3_pbo_async_readback(gl3_t *gl) { glBindBuffer(GL_PIXEL_PACK_BUFFER, gl->pbo_readback[gl->pbo_readback_index++]); glPixelStorei(GL_PACK_ALIGNMENT, 4); glPixelStorei(GL_PACK_ROW_LENGTH, 0); #ifndef HAVE_OPENGLES glReadBuffer(GL_BACK); #endif if (gl->pbo_readback_index >= GL_CORE_NUM_PBOS) gl->pbo_readback_index = 0; gl->pbo_readback_valid[gl->pbo_readback_index] = true; glReadPixels(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); } static void gl3_fence_iterate(gl3_t *gl, unsigned hard_sync_frames) { if (gl->fence_count < GL_CORE_NUM_FENCES) { /* * We need to do some work after the flip, or we risk fencing too early. * Do as little work as possible. */ glEnable(GL_SCISSOR_TEST); glScissor(0, 0, 1, 1); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glClear(GL_COLOR_BUFFER_BIT); glDisable(GL_SCISSOR_TEST); gl->fences[gl->fence_count++] = glFenceSync( GL_SYNC_GPU_COMMANDS_COMPLETE, 0); } while (gl->fence_count > hard_sync_frames) { glClientWaitSync(gl->fences[0], GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000); glDeleteSync(gl->fences[0]); gl->fence_count--; memmove(gl->fences, gl->fences + 1, gl->fence_count * sizeof(GLsync)); } } #ifdef HAVE_OVERLAY static void gl3_free_overlay(gl3_t *gl) { if (gl->overlay_tex) glDeleteTextures(gl->overlays, gl->overlay_tex); free(gl->overlay_tex); free(gl->overlay_vertex_coord); free(gl->overlay_tex_coord); free(gl->overlay_color_coord); gl->overlay_tex = NULL; gl->overlay_vertex_coord = NULL; gl->overlay_tex_coord = NULL; gl->overlay_color_coord = NULL; gl->overlays = 0; } static void gl3_free_scratch_vbos(gl3_t *gl) { int i; for (i = 0; i < GL_CORE_NUM_VBOS; i++) if (gl->scratch_vbos[i]) glDeleteBuffers(1, &gl->scratch_vbos[i]); } static void gl3_overlay_vertex_geom(void *data, unsigned image, float x, float y, float w, float h) { GLfloat *vertex = NULL; gl3_t *gl = (gl3_t*)data; if (!gl) return; if (image > gl->overlays) return; vertex = (GLfloat*)&gl->overlay_vertex_coord[image * 8]; /* Flipped, so we preserve top-down semantics. */ y = 1.0f - y; h = -h; vertex[0] = x; vertex[1] = y; vertex[2] = x + w; vertex[3] = y; vertex[4] = x; vertex[5] = y + h; vertex[6] = x + w; vertex[7] = y + h; } static void gl3_overlay_tex_geom(void *data, unsigned image, GLfloat x, GLfloat y, GLfloat w, GLfloat h) { GLfloat *tex = NULL; gl3_t *gl = (gl3_t*)data; if (!gl) return; tex = (GLfloat*)&gl->overlay_tex_coord[image * 8]; tex[0] = x; tex[1] = y; tex[2] = x + w; tex[3] = y; tex[4] = x; tex[5] = y + h; tex[6] = x + w; tex[7] = y + h; } static void gl3_render_overlay(gl3_t *gl, unsigned width, unsigned height) { size_t i; glEnable(GL_BLEND); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); if (gl->flags & GL3_FLAG_OVERLAY_FULLSCREEN) glViewport(0, 0, width, height); /* Ensure that we reset the attrib array. */ glUseProgram(gl->pipelines.alpha_blend); if (gl->pipelines.alpha_blend_loc.flat_ubo_vertex >= 0) glUniform4fv(gl->pipelines.alpha_blend_loc.flat_ubo_vertex, 4, gl->mvp_no_rot.data); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); gl3_bind_scratch_vbo(gl, gl->overlay_vertex_coord, 8 * sizeof(float) * gl->overlays); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)(uintptr_t)0); gl3_bind_scratch_vbo(gl, gl->overlay_tex_coord, 8 * sizeof(float) * gl->overlays); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)(uintptr_t)0); gl3_bind_scratch_vbo(gl, gl->overlay_color_coord, 16 * sizeof(float) * gl->overlays); glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void *)(uintptr_t)0); for (i = 0; i < gl->overlays; i++) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, gl->overlay_tex[i]); glDrawArrays(GL_TRIANGLE_STRIP, (GLint)(4 * i), 4); } glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glDisable(GL_BLEND); glBindTexture(GL_TEXTURE_2D, 0); if (gl->flags & GL3_FLAG_OVERLAY_FULLSCREEN) glViewport(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height); } #endif static void gl3_deinit_hw_render(gl3_t *gl) { if (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) gl->ctx_driver->bind_hw_render(gl->ctx_data, true); if (gl->hw_render_fbo) glDeleteFramebuffers(1, &gl->hw_render_fbo); if (gl->hw_render_rb_ds) glDeleteRenderbuffers(1, &gl->hw_render_rb_ds); if (gl->hw_render_texture) glDeleteTextures(1, &gl->hw_render_texture); gl->hw_render_fbo = 0; gl->hw_render_rb_ds = 0; gl->hw_render_texture = 0; if (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) gl->ctx_driver->bind_hw_render(gl->ctx_data, false); gl->flags &= ~GL3_FLAG_HW_RENDER_ENABLE; } static void gl3_destroy_resources(gl3_t *gl) { int i; if (!gl) return; if (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) gl->ctx_driver->bind_hw_render(gl->ctx_data, false); if (gl->filter_chain) gl3_filter_chain_free(gl->filter_chain); gl->filter_chain = NULL; glBindVertexArray(0); if (gl->vao != 0) glDeleteVertexArrays(1, &gl->vao); for (i = 0; i < GL_CORE_NUM_TEXTURES; i++) { if (gl->textures[i].tex != 0) glDeleteTextures(1, &gl->textures[i].tex); } memset(gl->textures, 0, sizeof(gl->textures)); if (gl->menu_texture != 0) glDeleteTextures(1, &gl->menu_texture); if (gl->pipelines.alpha_blend) glDeleteProgram(gl->pipelines.alpha_blend); if (gl->pipelines.font) glDeleteProgram(gl->pipelines.font); if (gl->pipelines.ribbon) glDeleteProgram(gl->pipelines.ribbon); if (gl->pipelines.ribbon_simple) glDeleteProgram(gl->pipelines.ribbon_simple); if (gl->pipelines.snow_simple) glDeleteProgram(gl->pipelines.snow_simple); if (gl->pipelines.snow) glDeleteProgram(gl->pipelines.snow); if (gl->pipelines.bokeh) glDeleteProgram(gl->pipelines.bokeh); #ifdef HAVE_OVERLAY gl3_free_overlay(gl); gl3_free_scratch_vbos(gl); #endif gl3_deinit_fences(gl); gl3_deinit_pbo_readback(gl); gl3_deinit_hw_render(gl); } static bool gl3_init_hw_render(gl3_t *gl, unsigned width, unsigned height) { GLint max_fbo_size; GLint max_rb_size; GLenum status; struct retro_hw_render_callback *hwr = video_driver_get_hw_context(); if (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) gl->ctx_driver->bind_hw_render(gl->ctx_data, true); RARCH_LOG("[GLCore]: Initializing HW render (%ux%u).\n", width, height); glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_fbo_size); glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &max_rb_size); RARCH_LOG("[GLCore]: Max texture size: %d px, renderbuffer size: %d px.\n", max_fbo_size, max_rb_size); if (width > (unsigned)max_fbo_size) width = max_fbo_size; if (width > (unsigned)max_rb_size) width = max_rb_size; if (height > (unsigned)max_fbo_size) height = max_fbo_size; if (height > (unsigned)max_rb_size) height = max_rb_size; glGenFramebuffers(1, &gl->hw_render_fbo); glBindFramebuffer(GL_FRAMEBUFFER, gl->hw_render_fbo); glGenTextures(1, &gl->hw_render_texture); glBindTexture(GL_TEXTURE_2D, gl->hw_render_texture); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width, height); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->hw_render_texture, 0); gl->hw_render_rb_ds = 0; if (hwr->bottom_left_origin) gl->flags |= GL3_FLAG_HW_RENDER_BOTTOM_LEFT; else gl->flags &= ~GL3_FLAG_HW_RENDER_BOTTOM_LEFT; if (hwr->depth) { glGenRenderbuffers(1, &gl->hw_render_rb_ds); glBindRenderbuffer(GL_RENDERBUFFER, gl->hw_render_rb_ds); glRenderbufferStorage(GL_RENDERBUFFER, hwr->stencil ? GL_DEPTH24_STENCIL8 : GL_DEPTH_COMPONENT16, width, height); glBindRenderbuffer(GL_RENDERBUFFER, 0); if (hwr->stencil) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, gl->hw_render_rb_ds); else glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, gl->hw_render_rb_ds); } status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { RARCH_ERR("[GLCore]: Framebuffer is not complete.\n"); if (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) gl->ctx_driver->bind_hw_render(gl->ctx_data, false); return false; } if (hwr->depth && hwr->stencil) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); else if (hwr->depth) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); else glClear(GL_COLOR_BUFFER_BIT); gl->flags |= GL3_FLAG_HW_RENDER_ENABLE; gl->hw_render_max_width = width; gl->hw_render_max_height = height; glBindTexture(GL_TEXTURE_2D, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); if (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) gl->ctx_driver->bind_hw_render(gl->ctx_data, false); return true; } static const gfx_ctx_driver_t *gl3_get_context(gl3_t *gl) { unsigned major; unsigned minor; enum gfx_ctx_api api; gfx_ctx_flags_t flags; const gfx_ctx_driver_t *gfx_ctx = NULL; void *ctx_data = NULL; settings_t *settings = config_get_ptr(); struct retro_hw_render_callback *hwr = video_driver_get_hw_context(); #ifdef HAVE_OPENGLES3 api = GFX_CTX_OPENGL_ES_API; major = 3; minor = 0; if (hwr && hwr->context_type == RETRO_HW_CONTEXT_OPENGLES_VERSION) { major = hwr->version_major; minor = hwr->version_minor; } #else api = GFX_CTX_OPENGL_API; if (hwr && hwr->context_type != RETRO_HW_CONTEXT_NONE) { major = hwr->version_major; minor = hwr->version_minor; gl_query_core_context_set(hwr->context_type == RETRO_HW_CONTEXT_OPENGL_CORE); if (hwr->context_type == RETRO_HW_CONTEXT_OPENGL_CORE) { flags.flags = 0; BIT32_SET(flags.flags, GFX_CTX_FLAGS_GL_CORE_CONTEXT); video_context_driver_set_flags(&flags); } } else { major = 3; minor = 2; gl_query_core_context_set(true); flags.flags = 0; BIT32_SET(flags.flags, GFX_CTX_FLAGS_GL_CORE_CONTEXT); video_context_driver_set_flags(&flags); } #endif /* Force shared context. */ if (hwr) { if (hwr->context_type != RETRO_HW_CONTEXT_NONE) gl->flags |= GL3_FLAG_USE_SHARED_CONTEXT; else gl->flags &= ~GL3_FLAG_USE_SHARED_CONTEXT; } gfx_ctx = video_context_driver_init_first(gl, settings->arrays.video_context_driver, api, major, minor, (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) ? true : false, &ctx_data); if (ctx_data) gl->ctx_data = ctx_data; /* Need to force here since video_context_driver_init also checks for global option. */ if (gfx_ctx->bind_hw_render) gfx_ctx->bind_hw_render(ctx_data, (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) ? true : false); return gfx_ctx; } static void gl3_set_projection(gl3_t *gl, const struct video_ortho *ortho, bool allow_rotate) { static math_matrix_4x4 rot = { { 0.0f, 0.0f, 0.0f, 0.0f , 0.0f, 0.0f, 0.0f, 0.0f , 0.0f, 0.0f, 0.0f, 0.0f , 0.0f, 0.0f, 0.0f, 1.0f } }; float radians, cosine, sine; /* 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; } radians = M_PI * gl->rotation / 180.0f; cosine = cosf(radians); sine = sinf(radians); MAT_ELEM_4X4(rot, 0, 0) = cosine; MAT_ELEM_4X4(rot, 0, 1) = -sine; MAT_ELEM_4X4(rot, 1, 0) = sine; MAT_ELEM_4X4(rot, 1, 1) = cosine; matrix_4x4_multiply(gl->mvp, rot, gl->mvp_no_rot); memcpy(gl->mvp_no_rot_yflip.data, gl->mvp_no_rot.data, sizeof(gl->mvp_no_rot.data)); MAT_ELEM_4X4(gl->mvp_no_rot_yflip, 1, 0) *= -1.0f; MAT_ELEM_4X4(gl->mvp_no_rot_yflip, 1, 1) *= -1.0f; MAT_ELEM_4X4(gl->mvp_no_rot_yflip, 1, 2) *= -1.0f; MAT_ELEM_4X4(gl->mvp_no_rot_yflip, 1, 3) *= -1.0f; memcpy(gl->mvp_yflip.data, gl->mvp.data, sizeof(gl->mvp.data)); MAT_ELEM_4X4(gl->mvp_yflip, 1, 0) *= -1.0f; MAT_ELEM_4X4(gl->mvp_yflip, 1, 1) *= -1.0f; MAT_ELEM_4X4(gl->mvp_yflip, 1, 2) *= -1.0f; MAT_ELEM_4X4(gl->mvp_yflip, 1, 3) *= -1.0f; } static void gl3_set_viewport(gl3_t *gl, unsigned viewport_width, unsigned viewport_height, bool force_full, bool allow_rotate) { settings_t *settings = config_get_ptr(); float device_aspect = (float)viewport_width / viewport_height; bool video_scale_integer = settings->bools.video_scale_integer; if (gl->ctx_driver->translate_aspect) device_aspect = gl->ctx_driver->translate_aspect( gl->ctx_data, viewport_width, viewport_height); if (video_scale_integer && !force_full) { video_viewport_get_scaled_integer(&gl->vp, viewport_width, viewport_height, video_driver_get_aspect_ratio(), (gl->flags & GL3_FLAG_KEEP_ASPECT) ? true : false, false); viewport_width = gl->vp.width; viewport_height = gl->vp.height; } else if ((gl->flags & GL3_FLAG_KEEP_ASPECT) && !force_full) { gl->vp.full_height = gl->video_height; video_viewport_get_scaled_aspect2(&gl->vp, viewport_width, viewport_height, false, device_aspect, video_driver_get_aspect_ratio()); viewport_width = gl->vp.width; viewport_height = gl->vp.height; } else { gl->vp.x = gl->vp.y = 0; gl->vp.width = viewport_width; gl->vp.height = viewport_height; } glViewport(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height); gl3_set_projection(gl, &gl3_default_ortho, allow_rotate); /* Set last backbuffer viewport. */ if (!force_full) { gl->vp_out_width = viewport_width; gl->vp_out_height = viewport_height; } gl->filter_chain_vp.x = gl->vp.x; gl->filter_chain_vp.y = gl->vp.y; gl->filter_chain_vp.width = gl->vp.width; gl->filter_chain_vp.height = gl->vp.height; #if 0 RARCH_LOG("Setting viewport @ %ux%u\n", viewport_width, viewport_height); #endif } static bool gl3_init_pipelines(gl3_t *gl) { static const uint32_t alpha_blend_vert[] = #include "vulkan_shaders/alpha_blend.vert.inc" ; static const uint32_t alpha_blend_frag[] = #include "vulkan_shaders/alpha_blend.frag.inc" ; static const uint32_t font_frag[] = #include "vulkan_shaders/font.frag.inc" ; static const uint32_t pipeline_ribbon_vert[] = #include "vulkan_shaders/pipeline_ribbon.vert.inc" ; static const uint32_t pipeline_ribbon_frag[] = #include "vulkan_shaders/pipeline_ribbon.frag.inc" ; static const uint32_t pipeline_ribbon_simple_vert[] = #include "vulkan_shaders/pipeline_ribbon_simple.vert.inc" ; static const uint32_t pipeline_ribbon_simple_frag[] = #include "vulkan_shaders/pipeline_ribbon_simple.frag.inc" ; static const uint32_t pipeline_snow_simple_frag[] = #include "vulkan_shaders/pipeline_snow_simple.frag.inc" ; static const uint32_t pipeline_snow_frag[] = #include "vulkan_shaders/pipeline_snow.frag.inc" ; static const uint32_t pipeline_bokeh_frag[] = #include "vulkan_shaders/pipeline_bokeh.frag.inc" ; gl->pipelines.alpha_blend = gl3_cross_compile_program(alpha_blend_vert, sizeof(alpha_blend_vert), alpha_blend_frag, sizeof(alpha_blend_frag), &gl->pipelines.alpha_blend_loc, true); if (!gl->pipelines.alpha_blend) return false; gl->pipelines.font = gl3_cross_compile_program(alpha_blend_vert, sizeof(alpha_blend_vert), font_frag, sizeof(font_frag), &gl->pipelines.font_loc, true); if (!gl->pipelines.font) return false; gl->pipelines.ribbon_simple = gl3_cross_compile_program(pipeline_ribbon_simple_vert, sizeof(pipeline_ribbon_simple_vert), pipeline_ribbon_simple_frag, sizeof(pipeline_ribbon_simple_frag), &gl->pipelines.ribbon_simple_loc, true); if (!gl->pipelines.ribbon_simple) return false; gl->pipelines.ribbon = gl3_cross_compile_program(pipeline_ribbon_vert, sizeof(pipeline_ribbon_vert), pipeline_ribbon_frag, sizeof(pipeline_ribbon_frag), &gl->pipelines.ribbon_loc, true); if (!gl->pipelines.ribbon) return false; gl->pipelines.bokeh = gl3_cross_compile_program(alpha_blend_vert, sizeof(alpha_blend_vert), pipeline_bokeh_frag, sizeof(pipeline_bokeh_frag), &gl->pipelines.bokeh_loc, true); if (!gl->pipelines.bokeh) return false; gl->pipelines.snow_simple = gl3_cross_compile_program(alpha_blend_vert, sizeof(alpha_blend_vert), pipeline_snow_simple_frag, sizeof(pipeline_snow_simple_frag), &gl->pipelines.snow_simple_loc, true); if (!gl->pipelines.snow_simple) return false; gl->pipelines.snow = gl3_cross_compile_program(alpha_blend_vert, sizeof(alpha_blend_vert), pipeline_snow_frag, sizeof(pipeline_snow_frag), &gl->pipelines.snow_loc, true); if (!gl->pipelines.snow) return false; return true; } static bool gl3_init_default_filter_chain(gl3_t *gl) { if (!gl->ctx_driver) return false; gl->filter_chain = gl3_filter_chain_create_default( gl->video_info.smooth ? GLSLANG_FILTER_CHAIN_LINEAR : GLSLANG_FILTER_CHAIN_NEAREST); if (!gl->filter_chain) { RARCH_ERR("Failed to create filter chain.\n"); return false; } return true; } static bool gl3_init_filter_chain_preset(gl3_t *gl, const char *shader_path) { gl->filter_chain = gl3_filter_chain_create_from_preset( shader_path, gl->video_info.smooth ? GLSLANG_FILTER_CHAIN_LINEAR : GLSLANG_FILTER_CHAIN_NEAREST); if (!gl->filter_chain) { RARCH_ERR("[GLCore]: Failed to create preset: \"%s\".\n", shader_path); return false; } return true; } static bool gl3_init_filter_chain(gl3_t *gl) { const char *shader_path = video_shader_get_current_shader_preset(); enum rarch_shader_type type = video_shader_parse_type(shader_path); if (string_is_empty(shader_path)) { RARCH_LOG("[GLCore]: Loading stock shader.\n"); return gl3_init_default_filter_chain(gl); } if (type != RARCH_SHADER_SLANG) { RARCH_WARN("[GLCore]: Only Slang shaders are supported, falling back to stock.\n"); return gl3_init_default_filter_chain(gl); } if (!gl3_init_filter_chain_preset(gl, shader_path)) gl3_init_default_filter_chain(gl); return true; } #ifdef GL_DEBUG #ifdef HAVE_OPENGLES3 #define DEBUG_CALLBACK_TYPE GL_APIENTRY #define GL_DEBUG_SOURCE_API GL_DEBUG_SOURCE_API_KHR #define GL_DEBUG_SOURCE_WINDOW_SYSTEM GL_DEBUG_SOURCE_WINDOW_SYSTEM_KHR #define GL_DEBUG_SOURCE_SHADER_COMPILER GL_DEBUG_SOURCE_SHADER_COMPILER_KHR #define GL_DEBUG_SOURCE_THIRD_PARTY GL_DEBUG_SOURCE_THIRD_PARTY_KHR #define GL_DEBUG_SOURCE_APPLICATION GL_DEBUG_SOURCE_APPLICATION_KHR #define GL_DEBUG_SOURCE_OTHER GL_DEBUG_SOURCE_OTHER_KHR #define GL_DEBUG_TYPE_ERROR GL_DEBUG_TYPE_ERROR_KHR #define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_KHR #define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_KHR #define GL_DEBUG_TYPE_PORTABILITY GL_DEBUG_TYPE_PORTABILITY_KHR #define GL_DEBUG_TYPE_PERFORMANCE GL_DEBUG_TYPE_PERFORMANCE_KHR #define GL_DEBUG_TYPE_MARKER GL_DEBUG_TYPE_MARKER_KHR #define GL_DEBUG_TYPE_PUSH_GROUP GL_DEBUG_TYPE_PUSH_GROUP_KHR #define GL_DEBUG_TYPE_POP_GROUP GL_DEBUG_TYPE_POP_GROUP_KHR #define GL_DEBUG_TYPE_OTHER GL_DEBUG_TYPE_OTHER_KHR #define GL_DEBUG_SEVERITY_HIGH GL_DEBUG_SEVERITY_HIGH_KHR #define GL_DEBUG_SEVERITY_MEDIUM GL_DEBUG_SEVERITY_MEDIUM_KHR #define GL_DEBUG_SEVERITY_LOW GL_DEBUG_SEVERITY_LOW_KHR #else #define DEBUG_CALLBACK_TYPE APIENTRY #endif static void DEBUG_CALLBACK_TYPE gl3_debug_cb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, void *userParam) { const char *src = NULL; const char *typestr = NULL; gl3_t *gl = (gl3_t*)userParam; /* Useful for debugger. */ (void)gl; (void)id; (void)length; switch (source) { case GL_DEBUG_SOURCE_API: src = "API"; break; case GL_DEBUG_SOURCE_WINDOW_SYSTEM: src = "Window system"; break; case GL_DEBUG_SOURCE_SHADER_COMPILER: src = "Shader compiler"; break; case GL_DEBUG_SOURCE_THIRD_PARTY: src = "3rd party"; break; case GL_DEBUG_SOURCE_APPLICATION: src = "Application"; break; case GL_DEBUG_SOURCE_OTHER: src = "Other"; break; default: src = "Unknown"; break; } switch (type) { case GL_DEBUG_TYPE_ERROR: typestr = "Error"; break; case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: typestr = "Deprecated behavior"; break; case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: typestr = "Undefined behavior"; break; case GL_DEBUG_TYPE_PORTABILITY: typestr = "Portability"; break; case GL_DEBUG_TYPE_PERFORMANCE: typestr = "Performance"; break; case GL_DEBUG_TYPE_MARKER: typestr = "Marker"; break; case GL_DEBUG_TYPE_PUSH_GROUP: typestr = "Push group"; break; case GL_DEBUG_TYPE_POP_GROUP: typestr = "Pop group"; break; case GL_DEBUG_TYPE_OTHER: typestr = "Other"; break; default: typestr = "Unknown"; break; } switch (severity) { case GL_DEBUG_SEVERITY_HIGH: RARCH_ERR("[GL debug (High, %s, %s)]: %s\n", src, typestr, message); break; case GL_DEBUG_SEVERITY_MEDIUM: RARCH_WARN("[GL debug (Medium, %s, %s)]: %s\n", src, typestr, message); break; case GL_DEBUG_SEVERITY_LOW: RARCH_LOG("[GL debug (Low, %s, %s)]: %s\n", src, typestr, message); break; } } static void gl3_begin_debug(gl3_t *gl) { if (gl_check_capability(GL_CAPS_DEBUG)) { #ifdef HAVE_OPENGLES3 glDebugMessageCallbackKHR(gl3_debug_cb, gl); glDebugMessageControlKHR(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR); glEnable(GL_DEBUG_OUTPUT_KHR); #else glDebugMessageCallback(gl3_debug_cb, gl); glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); glEnable(GL_DEBUG_OUTPUT); #endif } else RARCH_ERR("[GLCore]: Neither GL_KHR_debug nor GL_ARB_debug_output are implemented. Cannot start GL debugging.\n"); } #endif static void gl3_set_viewport_wrapper(void *data, unsigned viewport_width, unsigned viewport_height, bool force_full, bool allow_rotate) { gl3_t *gl = (gl3_t*)data; gl3_set_viewport(gl, viewport_width, viewport_height, force_full, allow_rotate); } static void *gl3_init(const video_info_t *video, input_driver_t **input, void **input_data) { unsigned full_x, full_y; settings_t *settings = config_get_ptr(); bool video_gpu_record = settings->bools.video_gpu_record; bool force_fullscreen = false; int interval = 0; unsigned mode_width = 0; unsigned mode_height = 0; unsigned win_width = 0; unsigned win_height = 0; unsigned temp_width = 0; unsigned temp_height = 0; const char *vendor = NULL; const char *renderer = NULL; const char *version = NULL; char *error_string = NULL; gl3_t *gl = (gl3_t*)calloc(1, sizeof(gl3_t)); const gfx_ctx_driver_t *ctx_driver = gl3_get_context(gl); struct retro_hw_render_callback *hwr = video_driver_get_hw_context(); if (!gl || !ctx_driver) goto error; video_context_driver_set(ctx_driver); gl->ctx_driver = ctx_driver; gl->video_info = *video; RARCH_LOG("[GLCore]: Found GL context: \"%s\".\n", ctx_driver->ident); if (gl->ctx_driver->get_video_size) gl->ctx_driver->get_video_size(gl->ctx_data, &mode_width, &mode_height); if (!video->fullscreen && !gl->ctx_driver->has_windowed) { RARCH_DBG("[GLCore]: Config requires windowed mode, but context driver does not support it. " "Forcing fullscreen for this session.\n"); force_fullscreen = true; } full_x = mode_width; full_y = mode_height; mode_width = 0; mode_height = 0; interval = 0; RARCH_LOG("[GLCore]: Detecting screen resolution: %ux%u.\n", full_x, full_y); if (video->vsync) interval = video->swap_interval; if (gl->ctx_driver->swap_interval) { bool adaptive_vsync_enabled = video_driver_test_all_flags( GFX_CTX_FLAGS_ADAPTIVE_VSYNC) && video->adaptive_vsync; if (adaptive_vsync_enabled && interval == 1) interval = -1; gl->ctx_driver->swap_interval(gl->ctx_data, interval); } win_width = video->width; win_height = video->height; if (video->fullscreen && (win_width == 0) && (win_height == 0)) { win_width = full_x; win_height = full_y; } /* If fullscreen had to be forced, video->width/height is incorrect */ else if (force_fullscreen) { win_width = settings->uints.video_fullscreen_x; win_height = settings->uints.video_fullscreen_y; } if ( !gl->ctx_driver->set_video_mode || !gl->ctx_driver->set_video_mode(gl->ctx_data, win_width, win_height, (video->fullscreen || force_fullscreen))) goto error; if (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) gl->ctx_driver->bind_hw_render(gl->ctx_data, false); rglgen_resolve_symbols(ctx_driver->get_proc_address); if (hwr && hwr->context_type != RETRO_HW_CONTEXT_NONE) gl3_init_hw_render(gl, RARCH_SCALE_BASE * video->input_scale, RARCH_SCALE_BASE * video->input_scale); #ifdef GL_DEBUG gl3_begin_debug(gl); if (gl->flags & GL3_FLAG_HW_RENDER_ENABLE) { if (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) gl->ctx_driver->bind_hw_render(gl->ctx_data, true); gl3_begin_debug(gl); if (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) gl->ctx_driver->bind_hw_render(gl->ctx_data, false); } #endif /* Clear out potential error flags in case we use cached context. */ glGetError(); vendor = (const char*)glGetString(GL_VENDOR); renderer = (const char*)glGetString(GL_RENDERER); version = (const char*)glGetString(GL_VERSION); RARCH_LOG("[GLCore]: Vendor: %s, Renderer: %s.\n", vendor, renderer); RARCH_LOG("[GLCore]: Version: %s.\n", version); if (string_is_equal(ctx_driver->ident, "null")) goto error; if (!gl3_init_pipelines(gl)) { RARCH_ERR("[GLCore]: Failed to cross-compile menu pipelines.\n"); goto error; } if (!string_is_empty(version)) sscanf(version, "%u.%u", &gl->version_major, &gl->version_minor); video_driver_set_gpu_api_version_string(version); #ifdef _WIN32 if ( string_is_equal(vendor, "Microsoft Corporation")) if (string_is_equal(renderer, "GDI Generic")) #ifdef HAVE_OPENGL1 video_driver_force_fallback("gl1"); #else video_driver_force_fallback("gdi"); #endif #endif if (video->vsync) gl->flags |= GL3_FLAG_VSYNC; if (video->fullscreen || force_fullscreen) gl->flags |= GL3_FLAG_FULLSCREEN; if (video->force_aspect) gl->flags |= GL3_FLAG_KEEP_ASPECT; mode_width = 0; mode_height = 0; if (gl->ctx_driver->get_video_size) gl->ctx_driver->get_video_size(gl->ctx_data, &mode_width, &mode_height); temp_width = mode_width; temp_height = mode_height; /* Get real known video size, which might have been altered by context. */ if (temp_width != 0 && temp_height != 0) video_driver_set_size(temp_width, temp_height); video_driver_get_size(&temp_width, &temp_height); gl->video_width = temp_width; gl->video_height = temp_height; RARCH_LOG("[GLCore]: Using resolution %ux%u.\n", temp_width, temp_height); /* Set the viewport to fix recording, since it needs to know * the viewport sizes before we start running. */ gl3_set_viewport_wrapper(gl, temp_width, temp_height, false, true); if (gl->ctx_driver->input_driver) { const char *joypad_name = settings->arrays.input_joypad_driver; gl->ctx_driver->input_driver( gl->ctx_data, joypad_name, input, input_data); } if (!gl3_init_filter_chain(gl)) { RARCH_ERR("[GLCore]: Failed to init filter chain.\n"); goto error; } if (video->font_enable) font_driver_init_osd(gl, video, false, video->is_threaded, FONT_DRIVER_RENDER_OPENGL_CORE_API); if (video_gpu_record && recording_state_get_ptr()->enable) { gl->flags |= GL3_FLAG_PBO_READBACK_ENABLE; if (gl3_init_pbo_readback(gl)) { RARCH_LOG("[GLCore]: Async PBO readback enabled.\n"); } } else gl->flags &= ~GL3_FLAG_PBO_READBACK_ENABLE; if (!gl_check_error(&error_string)) { RARCH_ERR("%s\n", error_string); free(error_string); goto error; } glGenVertexArrays(1, &gl->vao); glBindVertexArray(gl->vao); glBindVertexArray(0); if (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) gl->ctx_driver->bind_hw_render(gl->ctx_data, true); return gl; error: video_context_driver_free(); gl3_destroy_resources(gl); if (gl) free(gl); return NULL; } static unsigned gl3_num_miplevels(unsigned width, unsigned height) { unsigned levels = 1; if (width < height) width = height; while (width > 1) { levels++; width >>= 1; } return levels; } static void video_texture_load_gl3( const struct texture_image *ti, enum texture_filter_type filter_type, GLuint *idptr) { /* Generate the OpenGL texture object */ GLuint id; unsigned levels; GLenum mag_filter, min_filter; glGenTextures(1, &id); *idptr = id; glBindTexture(GL_TEXTURE_2D, id); levels = 1; if (filter_type == TEXTURE_FILTER_MIPMAP_LINEAR || filter_type == TEXTURE_FILTER_MIPMAP_NEAREST) levels = gl3_num_miplevels(ti->width, ti->height); glTexStorage2D(GL_TEXTURE_2D, levels, GL_RGBA8, ti->width, ti->height); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); switch (filter_type) { case TEXTURE_FILTER_LINEAR: mag_filter = GL_LINEAR; min_filter = GL_LINEAR; break; case TEXTURE_FILTER_NEAREST: mag_filter = GL_NEAREST; min_filter = GL_NEAREST; break; case TEXTURE_FILTER_MIPMAP_NEAREST: mag_filter = GL_LINEAR; min_filter = GL_LINEAR_MIPMAP_NEAREST; break; case TEXTURE_FILTER_MIPMAP_LINEAR: default: mag_filter = GL_LINEAR; min_filter = GL_LINEAR_MIPMAP_LINEAR; break; } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, ti->width, ti->height, GL_RGBA, GL_UNSIGNED_BYTE, ti->pixels); if (levels > 1) glGenerateMipmap(GL_TEXTURE_2D); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_BLUE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED); glBindTexture(GL_TEXTURE_2D, 0); } #ifdef HAVE_OVERLAY static bool gl3_overlay_load(void *data, const void *image_data, unsigned num_images) { size_t i; int j; GLuint id; gl3_t *gl = (gl3_t*)data; const struct texture_image *images = (const struct texture_image*)image_data; if (!gl) return false; gl3_free_overlay(gl); gl->overlay_tex = (GLuint*) calloc(num_images, sizeof(*gl->overlay_tex)); if (!gl->overlay_tex) return false; gl->overlay_vertex_coord = (GLfloat*) calloc(2 * 4 * num_images, sizeof(GLfloat)); gl->overlay_tex_coord = (GLfloat*) calloc(2 * 4 * num_images, sizeof(GLfloat)); gl->overlay_color_coord = (GLfloat*) calloc(4 * 4 * num_images, sizeof(GLfloat)); if ( !gl->overlay_vertex_coord || !gl->overlay_tex_coord || !gl->overlay_color_coord) return false; gl->overlays = num_images; glGenTextures(num_images, gl->overlay_tex); for (i = 0; i < num_images; i++) { video_texture_load_gl3(&images[i], TEXTURE_FILTER_LINEAR, &id); gl->overlay_tex[i] = id; /* Default. Stretch to whole screen. */ gl3_overlay_tex_geom (gl, (unsigned)i, 0, 0, 1, 1); gl3_overlay_vertex_geom(gl, (unsigned)i, 0, 0, 1, 1); for (j = 0; j < 16; j++) gl->overlay_color_coord[16 * i + j] = 1.0f; } return true; } static void gl3_overlay_enable(void *data, bool state) { gl3_t *gl = (gl3_t*)data; if (!gl) return; if (state) gl->flags |= GL3_FLAG_OVERLAY_ENABLE; else gl->flags &= ~GL3_FLAG_OVERLAY_ENABLE; if ((gl->flags & GL3_FLAG_FULLSCREEN) && gl->ctx_driver->show_mouse) gl->ctx_driver->show_mouse(gl->ctx_data, state); } static void gl3_overlay_full_screen(void *data, bool enable) { gl3_t *gl = (gl3_t*)data; if (gl) { if (enable) gl->flags |= GL3_FLAG_OVERLAY_FULLSCREEN; else gl->flags &= ~GL3_FLAG_OVERLAY_FULLSCREEN; } } static void gl3_overlay_set_alpha(void *data, unsigned image, float mod) { GLfloat *color = NULL; gl3_t *gl = (gl3_t*)data; if (!gl) return; color = (GLfloat*)&gl->overlay_color_coord[image * 16]; color[ 0 + 3] = mod; color[ 4 + 3] = mod; color[ 8 + 3] = mod; color[12 + 3] = mod; } static const video_overlay_interface_t gl3_overlay_interface = { gl3_overlay_enable, gl3_overlay_load, gl3_overlay_tex_geom, gl3_overlay_vertex_geom, gl3_overlay_full_screen, gl3_overlay_set_alpha, }; static void gl3_get_overlay_interface(void *data, const video_overlay_interface_t **iface) { (void)data; *iface = &gl3_overlay_interface; } #endif static void gl3_free(void *data) { gl3_t *gl = (gl3_t*)data; if (!gl) return; if (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) gl->ctx_driver->bind_hw_render(gl->ctx_data, false); font_driver_free_osd(); gl3_destroy_resources(gl); if (gl->ctx_driver && gl->ctx_driver->destroy) gl->ctx_driver->destroy(gl->ctx_data); video_context_driver_free(); free(gl); } static bool gl3_alive(void *data) { bool ret = false; bool quit = false; bool resize = false; gl3_t *gl = (gl3_t*)data; unsigned temp_width = gl->video_width; unsigned temp_height = gl->video_height; gl->ctx_driver->check_window(gl->ctx_data, &quit, &resize, &temp_width, &temp_height); #ifdef __WINRT__ if (is_running_on_xbox()) { /* We can set it to 1920x1080 as xbox uwp windowsize is guaranteed * to be 1920x1080 and currently there is now way to set ANGLE to * use a variable resolution swapchain so regardless of the size * the window is always 1080p */ temp_width = 1920; temp_height = 1080; } #endif if (quit) gl->flags |= GL3_FLAG_QUITTING; else if (resize) gl->flags |= GL3_FLAG_SHOULD_RESIZE; ret = !(gl->flags & GL3_FLAG_QUITTING); if (temp_width != 0 && temp_height != 0) { video_driver_set_size(temp_width, temp_height); gl->video_width = temp_width; gl->video_height = temp_height; } return ret; } static void gl3_set_nonblock_state(void *data, bool state, bool adaptive_vsync_enabled, unsigned swap_interval) { int interval = 0; gl3_t *gl = (gl3_t*)data; if (!gl) return; if (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) gl->ctx_driver->bind_hw_render(gl->ctx_data, false); if (!state) interval = swap_interval; if (gl->ctx_driver->swap_interval) { if (adaptive_vsync_enabled && interval == 1) interval = -1; gl->ctx_driver->swap_interval(gl->ctx_data, interval); } if (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) gl->ctx_driver->bind_hw_render(gl->ctx_data, true); } static bool gl3_suppress_screensaver(void *data, bool enable) { bool enabled = enable; gl3_t *gl = (gl3_t*)data; if (gl->ctx_data && gl->ctx_driver->suppress_screensaver) return gl->ctx_driver->suppress_screensaver(gl->ctx_data, enabled); return false; } static bool gl3_set_shader(void *data, enum rarch_shader_type type, const char *path) { gl3_t *gl = (gl3_t *)data; if (!gl) return false; if (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) gl->ctx_driver->bind_hw_render(gl->ctx_data, false); if (gl->filter_chain) gl3_filter_chain_free(gl->filter_chain); gl->filter_chain = NULL; if (!string_is_empty(path) && type != RARCH_SHADER_SLANG) { RARCH_WARN("[GLCore]: Only Slang shaders are supported. Falling back to stock.\n"); path = NULL; } if (string_is_empty(path)) { gl3_init_default_filter_chain(gl); goto end; } if (!gl3_init_filter_chain_preset(gl, path)) { RARCH_ERR("[GLCore]: Failed to create filter chain: \"%s\". Falling back to stock.\n", path); gl3_init_default_filter_chain(gl); if (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) gl->ctx_driver->bind_hw_render(gl->ctx_data, true); return false; } end: if (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) gl->ctx_driver->bind_hw_render(gl->ctx_data, true); return true; } static void gl3_set_rotation(void *data, unsigned rotation) { gl3_t *gl = (gl3_t*)data; if (!gl) return; if (video_driver_is_hw_context() && (gl->flags & GL3_FLAG_HW_RENDER_BOTTOM_LEFT)) gl->rotation = 90 * rotation; else gl->rotation = 270 * rotation; gl3_set_projection(gl, &gl3_default_ortho, true); } static void gl3_viewport_info(void *data, struct video_viewport *vp) { unsigned top_y, top_dist; gl3_t *gl = (gl3_t*)data; unsigned width = gl->video_width; unsigned height = gl->video_height; *vp = gl->vp; vp->full_width = width; vp->full_height = height; /* Adjust as GL viewport is bottom-up. */ top_y = vp->y + vp->height; top_dist = height - top_y; vp->y = top_dist; } static bool gl3_read_viewport(void *data, uint8_t *buffer, bool is_idle) { gl3_t *gl = (gl3_t*)data; unsigned num_pixels = 0; if (!gl) return false; if (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) gl->ctx_driver->bind_hw_render(gl->ctx_data, false); num_pixels = gl->vp.width * gl->vp.height; if (gl->flags & GL3_FLAG_PBO_READBACK_ENABLE) { const void *ptr = NULL; struct scaler_ctx *ctx = &gl->pbo_readback_scaler; /* 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]); ptr = glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, num_pixels * sizeof(uint32_t), GL_MAP_READ_BIT); scaler_ctx_scale_direct(ctx, buffer, ptr); glUnmapBuffer(GL_PIXEL_PACK_BUFFER); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); } else { /* Use slow synchronous readbacks. Use this with plain screenshots as we don't really care about performance in this case. */ /* GLES only guarantees GL_RGBA/GL_UNSIGNED_BYTE * readbacks so do just that. * GLES 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; } if (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) gl->ctx_driver->bind_hw_render(gl->ctx_data, true); return true; error: if (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) gl->ctx_driver->bind_hw_render(gl->ctx_data, true); return false; } static void gl3_update_cpu_texture(gl3_t *gl, struct gl3_streamed_texture *streamed, const void *frame, unsigned width, unsigned height, unsigned pitch) { if (width != streamed->width || height != streamed->height) { if (streamed->tex != 0) glDeleteTextures(1, &streamed->tex); glGenTextures(1, &streamed->tex); glBindTexture(GL_TEXTURE_2D, streamed->tex); glTexStorage2D(GL_TEXTURE_2D, 1, gl->video_info.rgb32 ? GL_RGBA8 : GL_RGB565, width, height); streamed->width = width; streamed->height = height; if (gl->video_info.rgb32) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_BLUE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED); } } else glBindTexture(GL_TEXTURE_2D, streamed->tex); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); if (gl->video_info.rgb32) { glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> 2); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, frame); } else { glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> 1); glPixelStorei(GL_UNPACK_ALIGNMENT, 2); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, frame); } } #if defined(HAVE_MENU) static void gl3_draw_menu_texture(gl3_t *gl, unsigned width, unsigned height) { const float vbo_data[32] = { 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, gl->menu_texture_alpha, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, gl->menu_texture_alpha, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, gl->menu_texture_alpha, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, gl->menu_texture_alpha, }; glEnable(GL_BLEND); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); if (gl->flags & GL3_FLAG_MENU_TEXTURE_FULLSCREEN) glViewport(0, 0, width, height); else glViewport(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height); glActiveTexture(GL_TEXTURE0 + 1); glBindTexture(GL_TEXTURE_2D, gl->menu_texture); glUseProgram(gl->pipelines.alpha_blend); if (gl->pipelines.alpha_blend_loc.flat_ubo_vertex >= 0) glUniform4fv(gl->pipelines.alpha_blend_loc.flat_ubo_vertex, 4, gl->mvp_no_rot_yflip.data); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); gl3_bind_scratch_vbo(gl, vbo_data, sizeof(vbo_data)); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(uintptr_t)0); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(uintptr_t)(2 * sizeof(float))); glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(uintptr_t)(4 * sizeof(float))); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glBindBuffer(GL_ARRAY_BUFFER, 0); glDisable(GL_BLEND); } #endif static bool gl3_frame(void *data, const void *frame, unsigned frame_width, unsigned frame_height, uint64_t frame_count, unsigned pitch, const char *msg, video_frame_info_t *video_info) { struct gl3_filter_chain_texture texture; struct gl3_streamed_texture *streamed = NULL; gl3_t *gl = (gl3_t*)data; unsigned width = video_info->width; unsigned height = video_info->height; struct font_params *osd_params = (struct font_params*) &video_info->osd_stat_params; const char *stat_text = video_info->stat_text; bool statistics_show = video_info->statistics_show; #if 0 bool msg_bgcolor_enable = video_info->msg_bgcolor_enable; #endif int bfi_light_frames; int i; unsigned n; unsigned hard_sync_frames = video_info->hard_sync_frames; bool input_driver_nonblock_state = video_info->input_driver_nonblock_state; #ifdef HAVE_MENU bool menu_is_alive = (video_info->menu_st_flags & MENU_ST_FLAG_ALIVE) ? true : false; #endif #ifdef HAVE_GFX_WIDGETS bool widgets_active = video_info->widgets_active; #endif bool hard_sync = video_info->hard_sync; bool overlay_behind_menu = video_info->overlay_behind_menu; if (!gl) return false; if (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) gl->ctx_driver->bind_hw_render(gl->ctx_data, false); glBindVertexArray(gl->vao); if (frame) gl->textures_index = (gl->textures_index + 1) & (GL_CORE_NUM_TEXTURES - 1); streamed = &gl->textures[gl->textures_index]; if (frame) { if (gl->flags & GL3_FLAG_HW_RENDER_ENABLE) { streamed->width = frame_width; streamed->height = frame_height; } else gl3_update_cpu_texture(gl, streamed, frame, frame_width, frame_height, pitch); } if (gl->flags & GL3_FLAG_SHOULD_RESIZE) { if (gl->ctx_driver->set_resize) gl->ctx_driver->set_resize(gl->ctx_data, width, height); gl->flags &= ~GL3_FLAG_SHOULD_RESIZE; } gl3_set_viewport(gl, width, height, false, true); texture.image = 0; texture.width = streamed->width; texture.height = streamed->height; texture.padded_width = 0; texture.padded_height = 0; texture.format = 0; if (gl->flags & GL3_FLAG_HW_RENDER_ENABLE) { texture.image = gl->hw_render_texture; texture.format = GL_RGBA8; texture.padded_width = gl->hw_render_max_width; texture.padded_height = gl->hw_render_max_height; if (texture.width == 0) texture.width = 1; if (texture.height == 0) texture.height = 1; } else { texture.image = streamed->tex; texture.format = gl->video_info.rgb32 ? GL_RGBA8 : GL_RGB565; texture.padded_width = streamed->width; texture.padded_height = streamed->height; } gl3_filter_chain_set_frame_count(gl->filter_chain, frame_count); #ifdef HAVE_REWIND gl3_filter_chain_set_frame_direction(gl->filter_chain, state_manager_frame_is_reversed() ? -1 : 1); #else gl3_filter_chain_set_frame_direction(gl->filter_chain, 1); #endif gl3_filter_chain_set_rotation(gl->filter_chain, retroarch_get_rotation()); gl3_filter_chain_set_core_aspect(gl->filter_chain, video_driver_get_core_aspect()); /* OriginalAspectRotated: return 1/aspect for 90 and 270 rotated content */ uint32_t rot = retroarch_get_rotation(); float core_aspect_rot = video_driver_get_core_aspect(); if (rot == 1 || rot == 3) core_aspect_rot = 1/core_aspect_rot; gl3_filter_chain_set_core_aspect_rot(gl->filter_chain, core_aspect_rot); /* Sub-frame info for multiframe shaders (per real content frame). Should always be 1 for non-use of subframes*/ if (!(gl->flags & GL3_FLAG_FRAME_DUPE_LOCK)) { if ( video_info->black_frame_insertion || video_info->input_driver_nonblock_state || video_info->runloop_is_slowmotion || video_info->runloop_is_paused || (gl->flags & GL3_FLAG_MENU_TEXTURE_ENABLE)) gl3_filter_chain_set_shader_subframes( gl->filter_chain, 1); else gl3_filter_chain_set_shader_subframes( gl->filter_chain, video_info->shader_subframes); gl3_filter_chain_set_current_shader_subframe( gl->filter_chain, 1); } #ifdef GL3_ROLLING_SCANLINE_SIMULATION if ( (video_info->shader_subframes > 1) && (video_info->scan_subframes) && !video_info->black_frame_insertion && !video_info->input_driver_nonblock_state && !video_info->runloop_is_slowmotion && !video_info->runloop_is_paused && (!(gl->flags & GL3_FLAG_MENU_TEXTURE_ENABLE))) gl3_filter_chain_set_simulate_scanline( gl->filter_chain, true); else gl3_filter_chain_set_simulate_scanline( gl->filter_chain, false); #endif /* GL3_ROLLING_SCANLINE_SIMULATION */ gl3_filter_chain_set_input_texture(gl->filter_chain, &texture); gl3_filter_chain_build_offscreen_passes(gl->filter_chain, &gl->filter_chain_vp); glBindFramebuffer(GL_FRAMEBUFFER, 0); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); gl3_filter_chain_build_viewport_pass(gl->filter_chain, &gl->filter_chain_vp, (gl->flags & GL3_FLAG_HW_RENDER_BOTTOM_LEFT) ? gl->mvp.data : gl->mvp_yflip.data); gl3_filter_chain_end_frame(gl->filter_chain); #ifdef HAVE_OVERLAY if ((gl->flags & GL3_FLAG_OVERLAY_ENABLE) && overlay_behind_menu) gl3_render_overlay(gl, width, height); #endif #if defined(HAVE_MENU) if (gl->flags & GL3_FLAG_MENU_TEXTURE_ENABLE) { menu_driver_frame(menu_is_alive, video_info); if (gl->menu_texture) gl3_draw_menu_texture(gl, width, height); } else if (statistics_show) { if (osd_params) font_driver_render_msg(gl, stat_text, (const struct font_params*)osd_params, NULL); } #endif #ifdef HAVE_OVERLAY if ((gl->flags & GL3_FLAG_OVERLAY_ENABLE) && !overlay_behind_menu) gl3_render_overlay(gl, width, height); #endif #ifdef HAVE_GFX_WIDGETS if (widgets_active) gfx_widgets_frame(video_info); #endif if (!string_is_empty(msg)) { #if 0 if (msg_bgcolor_enable) gl3_render_osd_background(gl, video_info, msg); #endif font_driver_render_msg(gl, msg, NULL, NULL); } if (gl->ctx_driver->update_window_title) gl->ctx_driver->update_window_title(gl->ctx_data); if (gl->readback_buffer_screenshot) { /* For screenshots, just do the regular slow readback. */ glPixelStorei(GL_PACK_ALIGNMENT, 4); glPixelStorei(GL_PACK_ROW_LENGTH, 0); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); #ifndef HAVE_OPENGLES glReadBuffer(GL_BACK); #endif glReadPixels( (gl->vp.x > 0) ? gl->vp.x : 0, (gl->vp.y > 0) ? gl->vp.y : 0, (gl->vp.width > gl->video_width) ? gl->video_width : gl->vp.width, (gl->vp.height > gl->video_height) ? gl->video_height : gl->vp.height, GL_RGBA, GL_UNSIGNED_BYTE, gl->readback_buffer_screenshot); } else if (gl->flags & GL3_FLAG_PBO_READBACK_ENABLE) { #ifdef HAVE_MENU /* Don't readback if we're in menu mode. */ if (!(gl->flags & GL3_FLAG_MENU_TEXTURE_ENABLE)) #endif gl3_pbo_async_readback(gl); } if (gl->ctx_driver->swap_buffers) gl->ctx_driver->swap_buffers(gl->ctx_data); /* Emscripten has to do black frame insertion in its main loop */ #ifndef EMSCRIPTEN /* Disable BFI during fast forward, slow-motion, * and pause to prevent flicker. */ if ( video_info->black_frame_insertion && !video_info->input_driver_nonblock_state && !video_info->runloop_is_slowmotion && !video_info->runloop_is_paused && !(gl->flags & GL3_FLAG_MENU_TEXTURE_ENABLE)) { if (video_info->bfi_dark_frames > video_info->black_frame_insertion) video_info->bfi_dark_frames = video_info->black_frame_insertion; /* BFI now handles variable strobe strength, like on-off-off, vs on-on-off for 180hz. This needs to be done with duping frames instead of increased swap intervals for a couple reasons. Swap interval caps out at 4 in most all apis as of coding, and seems to be flat ignored >1 at least in modern Windows for some older APIs. */ bfi_light_frames = video_info->black_frame_insertion - video_info->bfi_dark_frames; if (bfi_light_frames > 0 && !(gl->flags & GL3_FLAG_FRAME_DUPE_LOCK)) { gl->flags |= GL3_FLAG_FRAME_DUPE_LOCK; while (bfi_light_frames > 0) { if (!(gl3_frame(gl, NULL, 0, 0, frame_count, 0, msg, video_info))) { gl->flags &= ~GL3_FLAG_FRAME_DUPE_LOCK; return false; } --bfi_light_frames; } gl->flags &= ~GL3_FLAG_FRAME_DUPE_LOCK; } for (n = 0; n < video_info->bfi_dark_frames; ++n) { if (!(gl->flags & GL3_FLAG_FRAME_DUPE_LOCK)) { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); if (gl->ctx_driver->swap_buffers) gl->ctx_driver->swap_buffers(gl->ctx_data); } } } #endif /* Frame duping for Shader Subframes, don't combine with swap_interval > 1, BFI. Also, a major logical use of shader sub-frames will still be shader implemented BFI or even rolling scan bfi, so we need to protect the menu/ff/etc from bad flickering from improper settings, and unnecessary performance overhead for ff, screenshots etc. */ if ( (video_info->shader_subframes > 1) && !video_info->black_frame_insertion && !video_info->input_driver_nonblock_state && !video_info->runloop_is_slowmotion && !video_info->runloop_is_paused && (!(gl->flags & GL3_FLAG_MENU_TEXTURE_ENABLE)) && (!(gl->flags & GL3_FLAG_FRAME_DUPE_LOCK))) { gl->flags |= GL3_FLAG_FRAME_DUPE_LOCK; for (i = 1; i < (int) video_info->shader_subframes; i++) { gl3_filter_chain_set_shader_subframes( gl->filter_chain, video_info->shader_subframes); gl3_filter_chain_set_current_shader_subframe( gl->filter_chain, i+1); if (!gl3_frame(gl, NULL, 0, 0, frame_count, 0, msg, video_info)) { gl->flags &= ~GL3_FLAG_FRAME_DUPE_LOCK; return false; } } gl->flags &= ~GL3_FLAG_FRAME_DUPE_LOCK; } if ( hard_sync && !input_driver_nonblock_state ) gl3_fence_iterate(gl, hard_sync_frames); glBindVertexArray(0); if (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) gl->ctx_driver->bind_hw_render(gl->ctx_data, true); return true; } static uint32_t gl3_get_flags(void *data) { uint32_t flags = 0; BIT32_SET(flags, GFX_CTX_FLAGS_HARD_SYNC); BIT32_SET(flags, GFX_CTX_FLAGS_BLACK_FRAME_INSERTION); BIT32_SET(flags, GFX_CTX_FLAGS_MENU_FRAME_FILTERING); BIT32_SET(flags, GFX_CTX_FLAGS_SCREENSHOTS_SUPPORTED); BIT32_SET(flags, GFX_CTX_FLAGS_OVERLAY_BEHIND_MENU_SUPPORTED); BIT32_SET(flags, GFX_CTX_FLAGS_SUBFRAME_SHADERS); return flags; } static float gl3_get_refresh_rate(void *data) { float refresh_rate; if (video_context_driver_get_refresh_rate(&refresh_rate)) return refresh_rate; return 0.0f; } static void gl3_set_aspect_ratio(void *data, unsigned aspect_ratio_idx) { gl3_t *gl = (gl3_t*)data; if (gl) gl->flags |= (GL3_FLAG_KEEP_ASPECT | GL3_FLAG_SHOULD_RESIZE); } static void gl3_apply_state_changes(void *data) { gl3_t *gl = (gl3_t*)data; if (gl) gl->flags |= GL3_FLAG_SHOULD_RESIZE; } static struct video_shader *gl3_get_current_shader(void *data) { gl3_t *gl = (gl3_t*)data; if (gl && gl->filter_chain) return gl3_filter_chain_get_preset(gl->filter_chain); return NULL; } #ifdef HAVE_THREADS static int video_texture_load_wrap_gl3_mipmap(void *data) { GLuint id = 0; gl3_t *gl = (gl3_t*)video_driver_get_ptr(); if (gl && gl->ctx_driver->make_current) gl->ctx_driver->make_current(false); if (data) video_texture_load_gl3((struct texture_image*)data, TEXTURE_FILTER_MIPMAP_LINEAR, &id); return (int)id; } static int video_texture_load_wrap_gl3(void *data) { GLuint id = 0; gl3_t *gl = (gl3_t*)video_driver_get_ptr(); if (gl && gl->ctx_driver->make_current) gl->ctx_driver->make_current(false); if (data) video_texture_load_gl3((struct texture_image*)data, TEXTURE_FILTER_LINEAR, &id); return (int)id; } static int video_texture_unload_wrap_gl3(void *data) { GLuint glid; uintptr_t id = (uintptr_t)data; gl3_t *gl = (gl3_t*)video_driver_get_ptr(); if (gl && gl->ctx_driver->make_current) gl->ctx_driver->make_current(false); glid = (GLuint)id; glDeleteTextures(1, &glid); return 0; } #endif static uintptr_t gl3_load_texture(void *video_data, void *data, bool threaded, enum texture_filter_type filter_type) { GLuint id = 0; #ifdef HAVE_THREADS if (threaded) { custom_command_method_t func = video_texture_load_wrap_gl3; switch (filter_type) { case TEXTURE_FILTER_MIPMAP_LINEAR: case TEXTURE_FILTER_MIPMAP_NEAREST: func = video_texture_load_wrap_gl3_mipmap; break; default: break; } return video_thread_texture_handle(data, func); } #endif video_texture_load_gl3((struct texture_image*)data, filter_type, &id); return id; } static void gl3_unload_texture(void *data, bool threaded, uintptr_t id) { GLuint glid; if (!id) return; #ifdef HAVE_THREADS if (threaded) { custom_command_method_t func = video_texture_unload_wrap_gl3; video_thread_texture_handle((void *)id, func); return; } #endif glid = (GLuint)id; glDeleteTextures(1, &glid); } static void gl3_set_video_mode(void *data, unsigned width, unsigned height, bool fullscreen) { gl3_t *gl = (gl3_t*)data; if (gl->ctx_driver->set_video_mode) gl->ctx_driver->set_video_mode(gl->ctx_data, width, height, fullscreen); } static void gl3_show_mouse(void *data, bool state) { gl3_t *gl = (gl3_t*)data; if (gl && gl->ctx_driver->show_mouse) gl->ctx_driver->show_mouse(gl->ctx_data, state); } static void gl3_set_texture_frame(void *data, const void *frame, bool rgb32, unsigned width, unsigned height, float alpha) { settings_t *settings = config_get_ptr(); GLenum menu_filter = settings->bools.menu_linear_filter ? GL_LINEAR : GL_NEAREST; unsigned base_size = rgb32 ? sizeof(uint32_t) : sizeof(uint16_t); gl3_t *gl = (gl3_t*)data; if (!gl) return; if (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) gl->ctx_driver->bind_hw_render(gl->ctx_data, false); if (gl->menu_texture) glDeleteTextures(1, &gl->menu_texture); glGenTextures(1, &gl->menu_texture); glBindTexture(GL_TEXTURE_2D, gl->menu_texture); glTexStorage2D(GL_TEXTURE_2D, 1, rgb32 ? GL_RGBA8 : GL_RGBA4, width, height); glPixelStorei(GL_UNPACK_ALIGNMENT, base_size); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, rgb32 ? GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT_4_4_4_4, frame); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, menu_filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, menu_filter); if (rgb32) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_BLUE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED); } glBindTexture(GL_TEXTURE_2D, 0); gl->menu_texture_alpha = alpha; if (gl->flags & GL3_FLAG_USE_SHARED_CONTEXT) gl->ctx_driver->bind_hw_render(gl->ctx_data, true); } static void gl3_set_texture_enable(void *data, bool state, bool fullscreen) { gl3_t *gl = (gl3_t*)data; if (!gl) return; if (state) gl->flags |= GL3_FLAG_MENU_TEXTURE_ENABLE; else gl->flags &= ~GL3_FLAG_MENU_TEXTURE_ENABLE; if (fullscreen) gl->flags |= GL3_FLAG_MENU_TEXTURE_FULLSCREEN; else gl->flags &= ~GL3_FLAG_MENU_TEXTURE_FULLSCREEN; } static void gl3_get_video_output_size(void *data, unsigned *width, unsigned *height, char *desc, size_t desc_len) { gl3_t *gl = (gl3_t*)data; if (gl && gl->ctx_driver && gl->ctx_driver->get_video_output_size) gl->ctx_driver->get_video_output_size( gl->ctx_data, width, height, desc, desc_len); } static void gl3_get_video_output_prev(void *data) { gl3_t *gl = (gl3_t*)data; if (gl && gl->ctx_driver && gl->ctx_driver->get_video_output_prev) gl->ctx_driver->get_video_output_prev(gl->ctx_data); } static void gl3_get_video_output_next(void *data) { gl3_t *gl = (gl3_t*)data; if (gl && gl->ctx_driver && gl->ctx_driver->get_video_output_next) gl->ctx_driver->get_video_output_next(gl->ctx_data); } static uintptr_t gl3_get_current_framebuffer(void *data) { gl3_t *gl = (gl3_t*)data; if (gl && (gl->flags & GL3_FLAG_HW_RENDER_ENABLE)) return gl->hw_render_fbo; return 0; } static retro_proc_address_t gl3_get_proc_address( void *data, const char *sym) { gl3_t *gl = (gl3_t*)data; if (gl && gl->ctx_driver->get_proc_address) return gl->ctx_driver->get_proc_address(sym); return NULL; } static const video_poke_interface_t gl3_poke_interface = { gl3_get_flags, gl3_load_texture, gl3_unload_texture, gl3_set_video_mode, gl3_get_refresh_rate, NULL, /* set_filtering */ gl3_get_video_output_size, gl3_get_video_output_prev, gl3_get_video_output_next, gl3_get_current_framebuffer, gl3_get_proc_address, gl3_set_aspect_ratio, gl3_apply_state_changes, gl3_set_texture_frame, gl3_set_texture_enable, font_driver_render_msg, gl3_show_mouse, NULL, /* grab_mouse_toggle */ gl3_get_current_shader, NULL, /* get_current_software_framebuffer */ NULL, /* get_hw_render_interface */ NULL, /* set_hdr_max_nits */ NULL, /* set_hdr_paper_white_nits */ NULL, /* set_hdr_contrast */ NULL /* set_hdr_expand_gamut */ }; static void gl3_get_poke_interface(void *data, const video_poke_interface_t **iface) { (void)data; *iface = &gl3_poke_interface; } #ifdef HAVE_GFX_WIDGETS static bool gl3_gfx_widgets_enabled(void *data) { return true; } #endif static unsigned gl3_wrap_type_to_enum(enum gfx_wrap_type type) { switch (type) { case RARCH_WRAP_BORDER: #ifdef HAVE_OPENGLES3 /* GLES does not support CLAMP_TO_BORDER until GLES 3.2. * It is a deprecated feature in general. */ return GL_CLAMP_TO_EDGE; #else return GL_CLAMP_TO_BORDER; #endif case RARCH_WRAP_EDGE: return GL_CLAMP_TO_EDGE; case RARCH_WRAP_REPEAT: return GL_REPEAT; case RARCH_WRAP_MIRRORED_REPEAT: return GL_MIRRORED_REPEAT; default: break; } return 0; } static bool gl3_has_windowed(void *data) { gl3_t *gl = (gl3_t*)data; if (gl && gl->ctx_driver) return gl->ctx_driver->has_windowed; return false; } static bool gl3_focus(void *data) { gl3_t *gl = (gl3_t*)data; if (gl && gl->ctx_driver && gl->ctx_driver->has_focus) return gl->ctx_driver->has_focus(gl->ctx_data); return true; } video_driver_t video_gl3 = { gl3_init, gl3_frame, gl3_set_nonblock_state, gl3_alive, gl3_focus, gl3_suppress_screensaver, gl3_has_windowed, gl3_set_shader, gl3_free, "glcore", gl3_set_viewport_wrapper, gl3_set_rotation, gl3_viewport_info, gl3_read_viewport, #if defined(READ_RAW_GL_FRAME_TEST) gl3_read_frame_raw, #else NULL, /* read_frame_raw */ #endif #ifdef HAVE_OVERLAY gl3_get_overlay_interface, #endif gl3_get_poke_interface, gl3_wrap_type_to_enum, #ifdef HAVE_GFX_WIDGETS gl3_gfx_widgets_enabled #endif };