RetroArch/gfx/drivers_renderchain/gl2_renderchain.c
Mahyar Koshkouei 87a7c0f426 Show GL hex error in hex
Fixes an issue whereby a hexadecimal error value was being printed in
decimal.

Tested on a RPi that suffers from issue 6078.

Signed-off-by: Mahyar Koshkouei <mahyar.koshkouei@gmail.com>
2018-01-17 17:08:03 +00:00

1608 lines
46 KiB
C

/* 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 <http://www.gnu.org/licenses/>.
*/
#ifdef _MSC_VER
#pragma comment(lib, "opengl32")
#endif
#include <stdio.h>
#include <stdint.h>
#include <math.h>
#include <string.h>
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <retro_common_api.h>
#include <libretro.h>
#include <compat/strl.h>
#include <gfx/scaler/scaler.h>
#include <formats/image.h>
#include <retro_inline.h>
#include <retro_miscellaneous.h>
#include <retro_math.h>
#include <string/stdstring.h>
#include <gfx/gl_capabilities.h>
#include <gfx/video_frame.h>
#include <glsym/glsym.h>
#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
{
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_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(bool enable);
GLenum min_filter_to_mag(GLenum type);
void gl_load_texture_data(
uint32_t id_data,
enum gfx_wrap_type wrap_type,
enum texture_filter_type filter_type,
unsigned alignment,
unsigned width, unsigned height,
const void *frame, unsigned base_size);
void gl_set_viewport(
void *data, video_frame_info_t *video_info,
unsigned viewport_width,
unsigned viewport_height,
bool force_full, bool allow_rotate);
static void gl2_renderchain_convert_geometry(
void *data,
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 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_t *chain = (gl2_renderchain_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(void *data,
void *chain_data)
{
int i;
gl_t *gl = (gl_t*)data;
gl2_renderchain_t *chain = (gl2_renderchain_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(
void *data,
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;
gl_t *gl = (gl_t*)data;
gl2_renderchain_t *chain = (gl2_renderchain_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++)
{
video_shader_ctx_coords_t coords;
video_shader_ctx_params_t params;
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(params);
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(params);
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(void *data,
void *chain_data)
{
gl_t *gl = (gl_t*)data;
gl2_renderchain_t *chain = (gl2_renderchain_t*)chain_data;
if (!gl)
return;
glDeleteTextures(chain->fbo_pass, chain->fbo_texture);
gl2_delete_fb(chain->fbo_pass, chain->fbo);
memset(chain->fbo_texture, 0, sizeof(chain->fbo_texture));
memset(chain->fbo, 0, sizeof(chain->fbo));
if (gl->fbo_feedback)
gl2_delete_fb(1, &gl->fbo_feedback);
if (gl->fbo_feedback_texture)
glDeleteTextures(1, &gl->fbo_feedback_texture);
chain->fbo_pass = 0;
gl->fbo_inited = false;
gl->fbo_feedback_enable = false;
gl->fbo_feedback_pass = 0;
gl->fbo_feedback_texture = 0;
gl->fbo_feedback = 0;
}
static void gl2_renderchain_deinit_hw_render(
void *data,
void *chain_data)
{
gl_t *gl = (gl_t*)data;
gl2_renderchain_t *chain = (gl2_renderchain_t*)chain_data;
if (!gl)
return;
context_bind_hw_render(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(false);
}
static void gl2_renderchain_free(void *data, void *chain_data)
{
gl_t *gl = (gl_t*)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_t *chain = (gl2_renderchain_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_t *chain = (gl2_renderchain_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 = 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, void *chain_data)
{
int i;
gl2_renderchain_t *chain = (gl2_renderchain_t*)chain_data;
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(
void *data,
void *chain_data,
unsigned width, unsigned height,
unsigned vp_width, unsigned vp_height)
{
int i;
gl_t *gl = (gl_t*)data;
gl2_renderchain_t *chain = (gl2_renderchain_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(
gl, 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(void *data,
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
};
gl_t *gl = (gl_t*)data;
gl2_renderchain_t *chain = (gl2_renderchain_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(
void *data, 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;
gl_t *gl = (gl_t*)data;
gl2_renderchain_t *chain = (gl2_renderchain_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(
void *data,
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();
gl_t *gl = (gl_t*)data;
gl2_renderchain_t *chain = (gl2_renderchain_t*)chain_data;
/* We can only share texture objects through contexts.
* FBOs are "abstract" objects and are not shared. */
context_bind_hw_render(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(false);
return true;
}
static void gl2_renderchain_bind_prev_texture(
void *data,
void *chain_data,
const struct video_tex_info *tex_info)
{
gl_t *gl = (gl_t*)data;
gl2_renderchain_t *chain = (gl2_renderchain_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 void gl2_renderchain_viewport_info(
void *data, void *chain_data,
struct video_viewport *vp)
{
unsigned width, height;
unsigned top_y, top_dist;
gl_t *gl = (gl_t*)data;
video_driver_get_size(&width, &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 gl2_renderchain_read_viewport(
void *data,
void *chain_data,
uint8_t *buffer, bool is_idle)
{
unsigned num_pixels = 0;
gl_t *gl = (gl_t*)data;
if (!gl)
return false;
context_bind_hw_render(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(true);
return true;
error:
context_bind_hw_render(true);
return false;
}
void gl2_renderchain_free_internal(void *data, void *chain_data)
{
gl2_renderchain_t *chain = (gl2_renderchain_t*)chain_data;
if (!chain)
return;
free(chain);
}
static void *gl2_renderchain_new(void)
{
gl2_renderchain_t *renderchain = (gl2_renderchain_t*)calloc(1, sizeof(*renderchain));
if (!renderchain)
return NULL;
return renderchain;
}
#ifndef HAVE_OPENGLES
static void gl2_renderchain_bind_vao(void *data,
void *chain_data)
{
gl2_renderchain_t *chain = (gl2_renderchain_t*)chain_data;
if (!chain)
return;
glBindVertexArray(chain->vao);
}
static void gl2_renderchain_unbind_vao(void *data,
void *chain_data)
{
glBindVertexArray(0);
}
static void gl2_renderchain_new_vao(void *data,
void *chain_data)
{
gl2_renderchain_t *chain = (gl2_renderchain_t*)chain_data;
if (!chain)
return;
glGenVertexArrays(1, &chain->vao);
}
static void gl2_renderchain_free_vao(void *data,
void *chain_data)
{
gl2_renderchain_t *chain = (gl2_renderchain_t*)chain_data;
if (!chain)
return;
glDeleteVertexArrays(1, &chain->vao);
}
#endif
static void gl2_renderchain_restore_default_state(
void *data,
void *chain_data)
{
gl_t *gl = (gl_t*)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(
void *data,
void *chain_data,
video_frame_info_t *video_info,
const void *frame,
unsigned width, unsigned height, unsigned pitch)
{
gl_t *gl = (gl_t*)data;
gl2_renderchain_t *chain = (gl2_renderchain_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
}
#if !defined(HAVE_OPENGLES2) && !defined(HAVE_PSGL)
static void gl2_renderchain_bind_pbo(unsigned idx)
{
glBindBuffer(GL_PIXEL_PACK_BUFFER, (GLuint)idx);
}
static void gl2_renderchain_unbind_pbo(void *data,
void *chain_data)
{
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
static void gl2_renderchain_init_pbo(unsigned size,
const void *data)
{
glBufferData(GL_PIXEL_PACK_BUFFER, size,
(const GLvoid*)data, GL_STREAM_READ);
}
#endif
static void gl2_renderchain_readback(void *data,
void *chain_data,
unsigned alignment,
unsigned fmt, unsigned type,
void *src)
{
gl_t *gl = (gl_t*)data;
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);
}
#ifndef HAVE_OPENGLES
static void gl2_renderchain_fence_iterate(
void *data,
void *chain_data,
unsigned hard_sync_frames)
{
#ifdef HAVE_GL_SYNC
gl2_renderchain_t *chain = (gl2_renderchain_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
}
static void gl2_renderchain_fence_free(void *data,
void *chain_data)
{
#ifdef HAVE_GL_SYNC
unsigned i;
gl2_renderchain_t *chain = (gl2_renderchain_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_textures_reference(
void *data, void *chain_data, unsigned i,
unsigned internal_fmt, unsigned texture_fmt,
unsigned texture_type)
{
gl_t *gl = (gl_t*)data;
gl2_renderchain_t *chain = (gl2_renderchain_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(void *data,
void *chain_data, const char *context_ident,
const video_info_t *video)
{
gl_t *gl = (gl_t*)data;
gl2_renderchain_t *chain = (gl2_renderchain_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_textures_reference,
#ifdef HAVE_OPENGLES
NULL,
NULL,
#else
gl2_renderchain_fence_iterate,
gl2_renderchain_fence_free,
#endif
gl2_renderchain_readback,
#if !defined(HAVE_OPENGLES2) && !defined(HAVE_PSGL)
gl2_renderchain_init_pbo,
gl2_renderchain_bind_pbo,
gl2_renderchain_unbind_pbo,
#else
NULL,
NULL,
NULL,
#endif
gl2_renderchain_copy_frame,
gl2_renderchain_restore_default_state,
#ifdef HAVE_OPENGLES
NULL,
NULL,
NULL,
NULL,
#else
gl2_renderchain_new_vao,
gl2_renderchain_free_vao,
gl2_renderchain_bind_vao,
gl2_renderchain_unbind_vao,
#endif
NULL,
NULL,
NULL,
gl2_renderchain_bind_backbuffer,
gl2_renderchain_deinit_fbo,
gl2_renderchain_viewport_info,
gl2_renderchain_read_viewport,
gl2_renderchain_bind_prev_texture,
gl2_renderchain_free_internal,
gl2_renderchain_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",
};