RetroArch/source/textures.c
Francisco José García García 8838992085 Squashed 'deps/vitaGL/' changes from 2934af8af0..81403e2751
81403e2751 Fix error requiring HAVE_SHARK to be enabled to build. (#45)
58551e1f52 Added possibility to change runtime shader compiler optimization flags.
77ab50a7b1 Added GL_BGR and GL_BGRA texture formats support.
0ac2793bcf Fix error in texture wrapping options. (#42)
0d2110ac7b Improvements to GL buffer support. (#41)
cf86149a85 Added proper compressed texture support. (#40)
8b0a0f735a Unbinded textures and texture units concepts.
1b04851efc Added glUniform2i and glUniform2f implementations.
9a65397ef6 Properly checking for uniform locations existence.
91c557f35d Added support for GL_SHORT attribute types for shaders.
3237fd3fe3 Added vglTexImageDepthBuffer function.
f58b3818f2 Typo fix on mag filter setting.
ee11f7e1d0 Added vglHasRuntimeShaderCompiler function.
3596242f73 Add PowerVR texture compression (PVRTC) support (#39)
2ae694df4b Added support for mipmaps filtering.
af7804b44c Added vglGetGxmTexture implementation.
54b1df4ca2 Removed unused arguments.
7c2ed742ee Allow to call vglBind*Location funcs with wrong param names.
8be84ff698 Fixed RGB565 color conversion.
234ff57f65 Properly setting a single stream with packed attributes.
d3b28a5e32 Fix for correct vglBindAttribLocation behaviour.
46e72d3564 Use a single stream for packed attributes.
72a39315e9 Properly dealing with missing attrs in glGetUniformLocation.
a6269ce574 Added TEXUNIT1 support for custom shaders.
824d43073e Resetting custom shaders uniforms only when invalidated.
d242570161 Minor fix in glShaderSource.
bc28bd946d Added glGetShaderInfoLog implementation.

git-subtree-dir: deps/vitaGL
git-subtree-split: 81403e2751c4dc28cf17cc89a5ab053eb2c5af67
2020-10-16 20:24:43 +02:00

960 lines
25 KiB
C

/*
* This file is part of vitaGL
* Copyright 2017, 2018, 2019, 2020 Rinnegatamante
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published
* by the Free Software Foundation, version 3 of the License, or (at your
* option) any later version.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* textures.c:
* Implementation for textures related functions
*/
#include "shared.h"
texture_unit texture_units[GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS]; // Available texture units
texture textures[TEXTURES_NUM]; // Available texture slots
palette *color_table = NULL; // Current in-use color table
int8_t server_texture_unit = 0; // Current in use server side texture unit
/*
* ------------------------------
* - IMPLEMENTATION STARTS HERE -
* ------------------------------
*/
void glGenTextures(GLsizei n, GLuint *res) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if (n < 0) {
SET_GL_ERROR(GL_INVALID_VALUE)
}
#endif
// Aliasing to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
// Reserving a texture and returning its id if available
int i, j = 0;
for (i = 0; i < TEXTURES_NUM; i++) {
if (!(textures[i].used)) {
res[j++] = i;
textures[i].used = 1;
}
if (j >= n)
break;
}
}
void glBindTexture(GLenum target, GLuint texture) {
// Aliasing to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
// Setting current in use texture id for the in use server texture unit
switch (target) {
case GL_TEXTURE_2D:
tex_unit->tex_id = texture;
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
}
void glDeleteTextures(GLsizei n, const GLuint *gl_textures) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if (n < 0) {
SET_GL_ERROR(GL_INVALID_VALUE)
}
#endif
// Aliasing to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
// Deallocating given textures and invalidating used texture ids
int j;
for (j = 0; j < n; j++) {
GLuint i = gl_textures[j];
textures[i].used = 0;
gpu_free_texture(&textures[i]);
}
}
void glTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *data) {
// Setting some aliases to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
int texture2d_idx = tex_unit->tex_id;
texture *tex = &textures[texture2d_idx];
SceGxmTextureFormat tex_format;
uint8_t data_bpp = 0;
uint8_t fast_store = GL_FALSE;
// Support for legacy GL1.0 internalFormat
switch (internalFormat) {
case 1:
internalFormat = GL_RED;
break;
case 2:
internalFormat = GL_RG;
break;
case 3:
internalFormat = GL_RGB;
break;
case 4:
internalFormat = GL_RGBA;
break;
}
/*
* Callbacks are actually used to just perform down/up-sampling
* between U8 texture formats. Reads are expected to give as result
* a RGBA sample that will be wrote depending on texture format
* by the write callback
*/
void (*write_cb)(void *, uint32_t) = NULL;
uint32_t (*read_cb)(void *) = NULL;
// Detecting proper read callaback and source bpp
switch (format) {
case GL_RED:
case GL_ALPHA:
switch (type) {
case GL_UNSIGNED_BYTE:
read_cb = readR;
data_bpp = 1;
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
break;
case GL_RG:
case GL_LUMINANCE_ALPHA:
switch (type) {
case GL_UNSIGNED_BYTE:
read_cb = readRG;
data_bpp = 2;
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
break;
case GL_BGR:
switch (type) {
case GL_UNSIGNED_BYTE:
data_bpp = 3;
if (internalFormat == GL_BGR)
fast_store = GL_TRUE;
else
read_cb = readBGR;
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
break;
case GL_RGB:
switch (type) {
case GL_UNSIGNED_BYTE:
data_bpp = 3;
if (internalFormat == GL_RGB)
fast_store = GL_TRUE;
else
read_cb = readRGB;
break;
case GL_UNSIGNED_SHORT_5_6_5:
data_bpp = 2;
read_cb = readRGB565;
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
break;
case GL_BGRA:
switch (type) {
case GL_UNSIGNED_BYTE:
data_bpp = 4;
if (internalFormat == GL_BGRA)
fast_store = GL_TRUE;
else
read_cb = readBGRA;
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
break;
case GL_RGBA:
switch (type) {
case GL_UNSIGNED_BYTE:
data_bpp = 4;
if (internalFormat == GL_RGBA)
fast_store = GL_TRUE;
else
read_cb = readRGBA;
break;
case GL_UNSIGNED_SHORT_5_5_5_1:
data_bpp = 2;
read_cb = readRGBA5551;
break;
case GL_UNSIGNED_SHORT_4_4_4_4:
data_bpp = 2;
read_cb = readRGBA4444;
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
break;
}
switch (target) {
case GL_TEXTURE_2D:
// Detecting proper write callback and texture format
switch (internalFormat) {
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
tex_format = SCE_GXM_TEXTURE_FORMAT_UBC1_ABGR;
break;
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
tex_format = SCE_GXM_TEXTURE_FORMAT_UBC3_ABGR;
break;
case GL_RGB:
write_cb = writeRGB;
tex_format = SCE_GXM_TEXTURE_FORMAT_U8U8U8_BGR;
break;
case GL_BGR:
write_cb = writeBGR;
tex_format = SCE_GXM_TEXTURE_FORMAT_U8U8U8_RGB;
break;
case GL_RGBA:
write_cb = writeRGBA;
tex_format = SCE_GXM_TEXTURE_FORMAT_U8U8U8U8_ABGR;
break;
case GL_BGRA:
write_cb = writeBGRA;
tex_format = SCE_GXM_TEXTURE_FORMAT_U8U8U8U8_ARGB;
break;
case GL_LUMINANCE:
write_cb = writeR;
tex_format = SCE_GXM_TEXTURE_FORMAT_L8;
break;
case GL_LUMINANCE_ALPHA:
write_cb = writeRG;
tex_format = SCE_GXM_TEXTURE_FORMAT_A8L8;
break;
case GL_INTENSITY:
write_cb = writeR;
tex_format = SCE_GXM_TEXTURE_FORMAT_U8_RRRR;
break;
case GL_ALPHA:
write_cb = writeR;
tex_format = SCE_GXM_TEXTURE_FORMAT_A8;
break;
case GL_COLOR_INDEX8_EXT:
write_cb = writeR; // TODO: This is a hack
tex_format = SCE_GXM_TEXTURE_FORMAT_P8_ABGR;
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
// Checking if texture is too big for sceGxm
if (width > GXM_TEX_MAX_SIZE || height > GXM_TEX_MAX_SIZE) {
SET_GL_ERROR(GL_INVALID_VALUE)
}
// Allocating texture/mipmaps depending on user call
tex->type = internalFormat;
tex->write_cb = write_cb;
if (level == 0)
if (tex->write_cb)
gpu_alloc_texture(width, height, tex_format, data, tex, data_bpp, read_cb, write_cb, fast_store);
else
gpu_alloc_compressed_texture(width, height, tex_format, 0, data, tex, data_bpp, read_cb);
else
gpu_alloc_mipmaps(level, tex);
// Setting texture parameters
sceGxmTextureSetUAddrMode(&tex->gxm_tex, tex_unit->u_mode);
sceGxmTextureSetVAddrMode(&tex->gxm_tex, tex_unit->v_mode);
sceGxmTextureSetMinFilter(&tex->gxm_tex, tex_unit->min_filter);
sceGxmTextureSetMagFilter(&tex->gxm_tex, tex_unit->mag_filter);
sceGxmTextureSetMipFilter(&tex->gxm_tex, tex_unit->mip_filter);
sceGxmTextureSetLodBias(&tex->gxm_tex, tex_unit->lod_bias);
// Setting palette if the format requests one
if (tex->valid && tex->palette_UID)
sceGxmTextureSetPalette(&tex->gxm_tex, color_table->data);
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
}
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) {
// Setting some aliases to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
int texture2d_idx = tex_unit->tex_id;
texture *target_texture = &textures[texture2d_idx];
// Calculating implicit texture stride and start address of requested texture modification
uint32_t orig_w = sceGxmTextureGetWidth(&target_texture->gxm_tex);
uint32_t orig_h = sceGxmTextureGetHeight(&target_texture->gxm_tex);
SceGxmTextureFormat tex_format = sceGxmTextureGetFormat(&target_texture->gxm_tex);
uint8_t bpp = tex_format_to_bytespp(tex_format);
uint32_t stride = ALIGN(orig_w, 8) * bpp;
uint8_t *ptr = (uint8_t *)sceGxmTextureGetData(&target_texture->gxm_tex) + xoffset * bpp + yoffset * stride;
uint8_t *ptr_line = ptr;
uint8_t data_bpp = 0;
int i, j;
if (xoffset + width > orig_w) {
SET_GL_ERROR(GL_INVALID_VALUE)
} else if (yoffset + height > orig_h) {
SET_GL_ERROR(GL_INVALID_VALUE)
}
// Support for legacy GL1.0 format
switch (format) {
case 1:
format = GL_RED;
break;
case 2:
format = GL_RG;
break;
case 3:
format = GL_RGB;
break;
case 4:
format = GL_RGBA;
break;
}
/*
* Callbacks are actually used to just perform down/up-sampling
* between U8 texture formats. Reads are expected to give as result
* a RGBA sample that will be wrote depending on texture format
* by the write callback
*/
void (*write_cb)(void *, uint32_t) = NULL;
uint32_t (*read_cb)(void *) = NULL;
// Detecting proper read callback and source bpp
switch (format) {
case GL_RED:
case GL_ALPHA:
switch (type) {
case GL_UNSIGNED_BYTE:
read_cb = readR;
data_bpp = 1;
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
break;
case GL_RG:
switch (type) {
case GL_UNSIGNED_BYTE:
read_cb = readRG;
data_bpp = 2;
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
break;
case GL_RGB:
switch (type) {
case GL_UNSIGNED_BYTE:
data_bpp = 3;
read_cb = readRGB;
break;
case GL_UNSIGNED_SHORT_5_6_5:
data_bpp = 2;
read_cb = readRGB565;
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
break;
case GL_BGR:
switch (type) {
case GL_UNSIGNED_BYTE:
data_bpp = 3;
read_cb = readBGR;
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
break;
case GL_RGBA:
switch (type) {
case GL_UNSIGNED_BYTE:
data_bpp = 4;
read_cb = readRGBA;
break;
case GL_UNSIGNED_SHORT_5_5_5_1:
data_bpp = 2;
read_cb = readRGBA5551;
break;
case GL_UNSIGNED_SHORT_4_4_4_4:
data_bpp = 2;
read_cb = readRGBA4444;
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
break;
case GL_BGRA:
switch (type) {
case GL_UNSIGNED_BYTE:
data_bpp = 4;
read_cb = readBGRA;
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
break;
}
switch (target) {
case GL_TEXTURE_2D:
// Detecting proper write callback
switch (target_texture->type) {
case GL_RGB:
write_cb = writeRGB;
break;
case GL_BGR:
write_cb = writeBGR;
break;
case GL_RGBA:
write_cb = writeRGBA;
break;
case GL_BGRA:
write_cb = writeBGRA;
break;
case GL_LUMINANCE:
write_cb = writeR;
break;
case GL_LUMINANCE_ALPHA:
write_cb = writeRG;
break;
case GL_INTENSITY:
write_cb = writeR;
break;
case GL_ALPHA:
write_cb = writeR;
break;
}
// Executing texture modification via callbacks
uint8_t *data = (uint8_t *)pixels;
for (i = 0; i < height; i++) {
for (j = 0; j < width; j++) {
uint32_t clr = read_cb((uint8_t *)data);
write_cb(ptr, clr);
data += data_bpp;
ptr += bpp;
}
ptr = ptr_line + stride;
ptr_line = ptr;
}
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
}
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data) {
// Setting some aliases to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
int texture2d_idx = tex_unit->tex_id;
texture *tex = &textures[texture2d_idx];
SceGxmTextureFormat tex_format;
#ifndef SKIP_ERROR_HANDLING
// Checking if texture is too big for sceGxm
if (width > GXM_TEX_MAX_SIZE || height > GXM_TEX_MAX_SIZE) {
SET_GL_ERROR(GL_INVALID_VALUE)
}
// Checking if texture dimensions are not a power of two
if (((width & (width - 1)) != 0) || ((height & (height - 1)) != 0)) {
SET_GL_ERROR(GL_INVALID_VALUE)
}
// Ensure imageSize isn't zero.
if (imageSize == 0) {
SET_GL_ERROR(GL_INVALID_VALUE)
}
#endif
switch (target) {
case GL_TEXTURE_2D:
// Detecting proper write callback and texture format
switch (internalFormat) {
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
tex_format = SCE_GXM_TEXTURE_FORMAT_UBC1_ABGR;
break;
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
tex_format = SCE_GXM_TEXTURE_FORMAT_UBC3_ABGR;
break;
case GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG:
tex_format = SCE_GXM_TEXTURE_FORMAT_PVRT2BPP_1BGR;
break;
case GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG:
tex_format = SCE_GXM_TEXTURE_FORMAT_PVRT2BPP_ABGR;
break;
case GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG:
tex_format = SCE_GXM_TEXTURE_FORMAT_PVRT4BPP_1BGR;
break;
case GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG:
tex_format = SCE_GXM_TEXTURE_FORMAT_PVRT4BPP_ABGR;
break;
case GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG:
tex_format = SCE_GXM_TEXTURE_FORMAT_PVRTII2BPP_ABGR;
break;
case GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG:
tex_format = SCE_GXM_TEXTURE_FORMAT_PVRTII4BPP_ABGR;
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
// Allocating texture/mipmaps depending on user call
tex->type = internalFormat;
gpu_alloc_compressed_texture(width, height, tex_format, imageSize, data, tex, 0, NULL);
// Setting texture parameters
sceGxmTextureSetUAddrMode(&tex->gxm_tex, tex_unit->u_mode);
sceGxmTextureSetVAddrMode(&tex->gxm_tex, tex_unit->v_mode);
sceGxmTextureSetMinFilter(&tex->gxm_tex, tex_unit->min_filter);
sceGxmTextureSetMagFilter(&tex->gxm_tex, tex_unit->mag_filter);
sceGxmTextureSetMipFilter(&tex->gxm_tex, tex_unit->mip_filter);
sceGxmTextureSetLodBias(&tex->gxm_tex, tex_unit->lod_bias);
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
}
void glColorTable(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *data) {
// Checking if a color table is already enabled, if so, deallocating it
if (color_table != NULL) {
gpu_free_palette(color_table);
color_table = NULL;
}
// Calculating color table bpp
uint8_t bpp = 0;
switch (target) {
case GL_COLOR_TABLE:
switch (format) {
case GL_RGBA:
bpp = 4;
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
// Allocating and initializing color table
color_table = gpu_alloc_palette(data, width, bpp);
}
void glTexParameteri(GLenum target, GLenum pname, GLint param) {
// Setting some aliases to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
int texture2d_idx = tex_unit->tex_id;
texture *tex = &textures[texture2d_idx];
switch (target) {
case GL_TEXTURE_2D:
switch (pname) {
case GL_TEXTURE_MIN_FILTER: // Min filter
switch (param) {
case GL_NEAREST: // Point
tex_unit->mip_filter = SCE_GXM_TEXTURE_MIP_FILTER_DISABLED;
tex_unit->min_filter = SCE_GXM_TEXTURE_FILTER_POINT;
break;
case GL_LINEAR: // Linear
tex_unit->mip_filter = SCE_GXM_TEXTURE_MIP_FILTER_DISABLED;
tex_unit->min_filter = SCE_GXM_TEXTURE_FILTER_LINEAR;
break;
case GL_NEAREST_MIPMAP_NEAREST:
tex_unit->mip_filter = SCE_GXM_TEXTURE_MIP_FILTER_DISABLED;
tex_unit->min_filter = SCE_GXM_TEXTURE_FILTER_MIPMAP_POINT;
break;
case GL_LINEAR_MIPMAP_NEAREST:
tex_unit->mip_filter = SCE_GXM_TEXTURE_MIP_FILTER_ENABLED;
tex_unit->min_filter = SCE_GXM_TEXTURE_FILTER_MIPMAP_POINT;
break;
case GL_NEAREST_MIPMAP_LINEAR:
tex_unit->mip_filter = SCE_GXM_TEXTURE_MIP_FILTER_DISABLED;
tex_unit->min_filter = SCE_GXM_TEXTURE_FILTER_MIPMAP_LINEAR;
break;
case GL_LINEAR_MIPMAP_LINEAR:
tex_unit->mip_filter = SCE_GXM_TEXTURE_MIP_FILTER_ENABLED;
tex_unit->min_filter = SCE_GXM_TEXTURE_FILTER_MIPMAP_LINEAR;
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
sceGxmTextureSetMinFilter(&tex->gxm_tex, tex_unit->min_filter);
break;
case GL_TEXTURE_MAG_FILTER: // Mag Filter
switch (param) {
case GL_NEAREST:
tex_unit->mag_filter = SCE_GXM_TEXTURE_FILTER_POINT;
break;
case GL_LINEAR:
tex_unit->mag_filter = SCE_GXM_TEXTURE_FILTER_LINEAR;
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
sceGxmTextureSetMagFilter(&tex->gxm_tex, tex_unit->mag_filter);
break;
case GL_TEXTURE_WRAP_S: // U Mode
switch (param) {
case GL_CLAMP_TO_EDGE: // Clamp
tex_unit->u_mode = SCE_GXM_TEXTURE_ADDR_CLAMP;
break;
case GL_REPEAT: // Repeat
tex_unit->u_mode = SCE_GXM_TEXTURE_ADDR_REPEAT;
break;
case GL_MIRRORED_REPEAT: // Mirror
tex_unit->u_mode = SCE_GXM_TEXTURE_ADDR_MIRROR;
break;
case GL_MIRROR_CLAMP_EXT: // Mirror Clamp
tex_unit->u_mode = SCE_GXM_TEXTURE_ADDR_MIRROR_CLAMP;
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
sceGxmTextureSetUAddrMode(&tex->gxm_tex, tex_unit->u_mode);
break;
case GL_TEXTURE_WRAP_T: // V Mode
switch (param) {
case GL_CLAMP_TO_EDGE: // Clamp
tex_unit->v_mode = SCE_GXM_TEXTURE_ADDR_CLAMP;
break;
case GL_REPEAT: // Repeat
tex_unit->v_mode = SCE_GXM_TEXTURE_ADDR_REPEAT;
break;
case GL_MIRRORED_REPEAT: // Mirror
tex_unit->v_mode = SCE_GXM_TEXTURE_ADDR_MIRROR;
break;
case GL_MIRROR_CLAMP_EXT: // Mirror Clamp
tex_unit->v_mode = SCE_GXM_TEXTURE_ADDR_MIRROR_CLAMP;
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
sceGxmTextureSetVAddrMode(&tex->gxm_tex, tex_unit->v_mode);
break;
case GL_TEXTURE_LOD_BIAS: // Distant LOD bias
tex_unit->lod_bias = (uint32_t)(param + GL_MAX_TEXTURE_LOD_BIAS);
sceGxmTextureSetLodBias(&tex->gxm_tex, tex_unit->lod_bias);
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
}
void glTexParameterf(GLenum target, GLenum pname, GLfloat param) {
// Setting some aliases to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
int texture2d_idx = tex_unit->tex_id;
texture *tex = &textures[texture2d_idx];
switch (target) {
case GL_TEXTURE_2D:
switch (pname) {
case GL_TEXTURE_MIN_FILTER: // Min Filter
if (param == GL_NEAREST) {
tex_unit->mip_filter = SCE_GXM_TEXTURE_MIP_FILTER_DISABLED;
tex_unit->min_filter = SCE_GXM_TEXTURE_FILTER_POINT;
}
if (param == GL_LINEAR) {
tex_unit->mip_filter = SCE_GXM_TEXTURE_MIP_FILTER_DISABLED;
tex_unit->min_filter = SCE_GXM_TEXTURE_FILTER_LINEAR;
}
if (param == GL_NEAREST_MIPMAP_NEAREST) {
tex_unit->mip_filter = SCE_GXM_TEXTURE_MIP_FILTER_DISABLED;
tex_unit->min_filter = SCE_GXM_TEXTURE_FILTER_MIPMAP_POINT;
}
if (param == GL_LINEAR_MIPMAP_NEAREST) {
tex_unit->mip_filter = SCE_GXM_TEXTURE_MIP_FILTER_ENABLED;
tex_unit->min_filter = SCE_GXM_TEXTURE_FILTER_MIPMAP_POINT;
}
if (param == GL_NEAREST_MIPMAP_LINEAR) {
tex_unit->mip_filter = SCE_GXM_TEXTURE_MIP_FILTER_DISABLED;
tex_unit->min_filter = SCE_GXM_TEXTURE_FILTER_MIPMAP_LINEAR;
}
if (param == GL_LINEAR_MIPMAP_LINEAR) {
tex_unit->mip_filter = SCE_GXM_TEXTURE_MIP_FILTER_ENABLED;
tex_unit->min_filter = SCE_GXM_TEXTURE_FILTER_MIPMAP_LINEAR;
}
sceGxmTextureSetMinFilter(&tex->gxm_tex, tex_unit->min_filter);
sceGxmTextureSetMipFilter(&tex->gxm_tex, tex_unit->mip_filter);
break;
case GL_TEXTURE_MAG_FILTER: // Mag filter
if (param == GL_NEAREST)
tex_unit->mag_filter = SCE_GXM_TEXTURE_FILTER_POINT;
else if (param == GL_LINEAR)
tex_unit->mag_filter = SCE_GXM_TEXTURE_FILTER_LINEAR;
sceGxmTextureSetMagFilter(&tex->gxm_tex, tex_unit->mag_filter);
break;
case GL_TEXTURE_WRAP_S: // U Mode
if (param == GL_CLAMP_TO_EDGE)
tex_unit->u_mode = SCE_GXM_TEXTURE_ADDR_CLAMP; // Clamp
else if (param == GL_REPEAT)
tex_unit->u_mode = SCE_GXM_TEXTURE_ADDR_REPEAT; // Repeat
else if (param == GL_MIRRORED_REPEAT)
tex_unit->u_mode = SCE_GXM_TEXTURE_ADDR_MIRROR; // Mirror
else if (param == GL_MIRROR_CLAMP_EXT)
tex_unit->u_mode = SCE_GXM_TEXTURE_ADDR_MIRROR_CLAMP; // Mirror Clamp
sceGxmTextureSetUAddrMode(&tex->gxm_tex, tex_unit->u_mode);
break;
case GL_TEXTURE_WRAP_T: // V Mode
if (param == GL_CLAMP_TO_EDGE)
tex_unit->v_mode = SCE_GXM_TEXTURE_ADDR_CLAMP; // Clamp
else if (param == GL_REPEAT)
tex_unit->v_mode = SCE_GXM_TEXTURE_ADDR_REPEAT; // Repeat
else if (param == GL_MIRRORED_REPEAT)
tex_unit->v_mode = SCE_GXM_TEXTURE_ADDR_MIRROR; // Mirror
else if (param == GL_MIRROR_CLAMP_EXT)
tex_unit->v_mode = SCE_GXM_TEXTURE_ADDR_MIRROR_CLAMP; // Mirror Clamp
sceGxmTextureSetVAddrMode(&tex->gxm_tex, tex_unit->v_mode);
break;
case GL_TEXTURE_LOD_BIAS: // Distant LOD bias
tex_unit->lod_bias = (uint32_t)(param + GL_MAX_TEXTURE_LOD_BIAS);
sceGxmTextureSetLodBias(&tex->gxm_tex, tex_unit->lod_bias);
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
}
void glActiveTexture(GLenum texture) {
// Changing current in use server texture unit
#ifndef SKIP_ERROR_HANDLING
if ((texture < GL_TEXTURE0) && (texture > GL_TEXTURE31)) {
SET_GL_ERROR(GL_INVALID_ENUM)
} else
#endif
server_texture_unit = texture - GL_TEXTURE0;
}
void glGenerateMipmap(GLenum target) {
// Setting some aliases to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
int texture2d_idx = tex_unit->tex_id;
texture *tex = &textures[texture2d_idx];
#ifndef SKIP_ERROR_HANDLING
// Checking if current texture is valid
if (!tex->valid)
return;
#endif
switch (target) {
case GL_TEXTURE_2D:
// Generating mipmaps to the max possible level
gpu_alloc_mipmaps(-1, tex);
// Setting texture parameters
sceGxmTextureSetUAddrMode(&tex->gxm_tex, tex_unit->u_mode);
sceGxmTextureSetVAddrMode(&tex->gxm_tex, tex_unit->v_mode);
sceGxmTextureSetMinFilter(&tex->gxm_tex, tex_unit->min_filter);
sceGxmTextureSetMagFilter(&tex->gxm_tex, tex_unit->mag_filter);
sceGxmTextureSetMipFilter(&tex->gxm_tex, tex_unit->mip_filter);
sceGxmTextureSetLodBias(&tex->gxm_tex, tex_unit->lod_bias);
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
}
void glTexEnvf(GLenum target, GLenum pname, GLfloat param) {
// Aliasing texture unit for cleaner code
texture_unit *tex_unit = &texture_units[server_texture_unit];
// Properly changing texture environment settings as per request
switch (target) {
case GL_TEXTURE_ENV:
switch (pname) {
case GL_TEXTURE_ENV_MODE:
if (param == GL_MODULATE)
tex_unit->env_mode = MODULATE;
else if (param == GL_DECAL)
tex_unit->env_mode = DECAL;
else if (param == GL_REPLACE)
tex_unit->env_mode = REPLACE;
else if (param == GL_BLEND)
tex_unit->env_mode = BLEND;
else if (param == GL_ADD)
tex_unit->env_mode = ADD;
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
}
void glTexEnvfv(GLenum target, GLenum pname, GLfloat *param) {
// Properly changing texture environment settings as per request
switch (target) {
case GL_TEXTURE_ENV:
switch (pname) {
case GL_TEXTURE_ENV_COLOR:
memcpy_neon(&texenv_color.r, param, sizeof(GLfloat) * 4);
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
}
void glTexEnvi(GLenum target, GLenum pname, GLint param) {
// Aliasing texture unit for cleaner code
texture_unit *tex_unit = &texture_units[server_texture_unit];
// Properly changing texture environment settings as per request
switch (target) {
case GL_TEXTURE_ENV:
switch (pname) {
case GL_TEXTURE_ENV_MODE:
switch (param) {
case GL_MODULATE:
tex_unit->env_mode = MODULATE;
break;
case GL_DECAL:
tex_unit->env_mode = DECAL;
break;
case GL_REPLACE:
tex_unit->env_mode = REPLACE;
break;
case GL_BLEND:
tex_unit->env_mode = BLEND;
break;
case GL_ADD:
tex_unit->env_mode = ADD;
break;
}
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
break;
default:
SET_GL_ERROR(GL_INVALID_ENUM)
break;
}
}
void *vglGetTexDataPointer(GLenum target) {
// Aliasing texture unit for cleaner code
texture_unit *tex_unit = &texture_units[server_texture_unit];
int texture2d_idx = tex_unit->tex_id;
texture *tex = &textures[texture2d_idx];
switch (target) {
case GL_TEXTURE_2D:
return tex->data;
break;
default:
vgl_error = GL_INVALID_ENUM;
break;
}
return NULL;
}
SceGxmTexture *vglGetGxmTexture(GLenum target) {
// Aliasing texture unit for cleaner code
texture_unit *tex_unit = &texture_units[server_texture_unit];
int texture2d_idx = tex_unit->tex_id;
texture *tex = &textures[texture2d_idx];
switch (target) {
case GL_TEXTURE_2D:
return &tex->gxm_tex;
break;
default:
vgl_error = GL_INVALID_ENUM;
break;
}
return NULL;
}