RetroArch/gfx/drivers_display/gfx_display_gl3.c
libretroadmin 8a3686df58 Revert "Header cleanups - don't include retroarch.h everywhere"
This reverts commit 0e3b478f8c00b015aec9a78d13e73277500e5449.
2023-01-08 09:05:46 +01:00

327 lines
9.0 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2016-2017 - Hans-Kristian Arntzen
* Copyright (C) 2011-2017 - Daniel De Matteis
*
* 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/>.
*/
#include <retro_miscellaneous.h>
#ifdef HAVE_CONFIG_H
#include "../../config.h"
#endif
#include "../common/gl3_common.h"
#include "../gfx_display.h"
#include "../../retroarch.h"
static const float gl3_vertexes[] = {
0, 0,
1, 0,
0, 1,
1, 1
};
static const float gl3_tex_coords[] = {
0, 1,
1, 1,
0, 0,
1, 0
};
static const float gl3_colors[] = {
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,
};
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_ONE, 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
};