mirror of
https://github.com/libretro/RetroArch
synced 2025-01-31 15:32:59 +00:00
344 lines
9.5 KiB
C
344 lines
9.5 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2016-2017 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2017 - Daniel De Matteis
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <retro_miscellaneous.h>
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#ifdef HAVE_CONFIG_H
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#include "../../config.h"
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#endif
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#include "../common/gl3_common.h"
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#include "../gfx_display.h"
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#include "../font_driver.h"
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#include "../../retroarch.h"
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static const float gl3_vertexes[] = {
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0, 0,
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1, 0,
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0, 1,
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1, 1
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};
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static const float gl3_tex_coords[] = {
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0, 1,
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1, 1,
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0, 0,
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1, 0
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};
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static const float gl3_colors[] = {
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1.0f, 1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f,
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};
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static void *gfx_display_gl3_get_default_mvp(void *data)
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{
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gl3_t *gl3 = (gl3_t*)data;
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if (!gl3)
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return NULL;
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return &gl3->mvp_no_rot;
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}
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static const float *gfx_display_gl3_get_default_vertices(void)
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{
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return &gl3_vertexes[0];
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}
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static const float *gfx_display_gl3_get_default_tex_coords(void)
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{
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return &gl3_tex_coords[0];
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}
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static void gfx_display_gl3_draw_pipeline(
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gfx_display_ctx_draw_t *draw,
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gfx_display_t *p_disp,
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void *data,
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unsigned video_width,
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unsigned video_height)
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{
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#ifdef HAVE_SHADERPIPELINE
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float output_size[2];
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static struct video_coords blank_coords;
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static uint8_t ubo_scratch_data[768];
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static float t = 0.0f;
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float yflip = 0.0f;
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video_coord_array_t *ca = NULL;
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gl3_t *gl = (gl3_t*)data;
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if (!gl || !draw)
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return;
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draw->x = 0;
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draw->y = 0;
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draw->matrix_data = NULL;
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output_size[0] = (float)video_width;
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output_size[1] = (float)video_height;
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switch (draw->pipeline_id)
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{
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/* Ribbon */
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default:
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case VIDEO_SHADER_MENU:
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case VIDEO_SHADER_MENU_2:
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ca = &p_disp->dispca;
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draw->coords = (struct video_coords*)&ca->coords;
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draw->backend_data = ubo_scratch_data;
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draw->backend_data_size = 2 * sizeof(float);
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/* Match UBO layout in shader. */
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yflip = -1.0f;
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memcpy(ubo_scratch_data, &t, sizeof(t));
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memcpy(ubo_scratch_data + sizeof(float), &yflip, sizeof(yflip));
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break;
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/* Snow simple */
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case VIDEO_SHADER_MENU_3:
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case VIDEO_SHADER_MENU_4:
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case VIDEO_SHADER_MENU_5:
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draw->backend_data = ubo_scratch_data;
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draw->backend_data_size = sizeof(math_matrix_4x4)
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+ 4 * sizeof(float);
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/* Match UBO layout in shader. */
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memcpy(ubo_scratch_data,
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&gl->mvp_no_rot,
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sizeof(math_matrix_4x4));
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memcpy(ubo_scratch_data + sizeof(math_matrix_4x4),
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output_size,
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sizeof(output_size));
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if (draw->pipeline_id == VIDEO_SHADER_MENU_5)
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yflip = 1.0f;
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memcpy(ubo_scratch_data + sizeof(math_matrix_4x4)
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+ 2 * sizeof(float), &t, sizeof(t));
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memcpy(ubo_scratch_data + sizeof(math_matrix_4x4)
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+ 3 * sizeof(float), &yflip, sizeof(yflip));
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draw->coords = &blank_coords;
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blank_coords.vertices = 4;
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draw->prim_type = GFX_DISPLAY_PRIM_TRIANGLESTRIP;
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break;
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}
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t += 0.01;
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#endif
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}
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static void gfx_display_gl3_draw(gfx_display_ctx_draw_t *draw,
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void *data, unsigned video_width, unsigned video_height)
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{
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const float *vertex = NULL;
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const float *tex_coord = NULL;
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const float *color = NULL;
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GLuint texture = 0;
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gl3_t *gl = (gl3_t*)data;
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const struct
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gl3_buffer_locations
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*loc = NULL;
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if (!gl || !draw)
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return;
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texture = (GLuint)draw->texture;
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vertex = draw->coords->vertex;
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tex_coord = draw->coords->tex_coord;
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color = draw->coords->color;
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if (!vertex)
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vertex = gfx_display_gl3_get_default_vertices();
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if (!tex_coord)
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tex_coord = &gl3_tex_coords[0];
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if (!color)
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color = &gl3_colors[0];
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glViewport(draw->x, draw->y, draw->width, draw->height);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texture);
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switch (draw->pipeline_id)
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{
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case VIDEO_SHADER_MENU:
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case VIDEO_SHADER_MENU_2:
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glBlendFunc(GL_ONE, GL_ONE);
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break;
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default:
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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break;
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}
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switch (draw->pipeline_id)
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{
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#ifdef HAVE_SHADERPIPELINE
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case VIDEO_SHADER_MENU:
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glUseProgram(gl->pipelines.ribbon);
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loc = &gl->pipelines.ribbon_loc;
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break;
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case VIDEO_SHADER_MENU_2:
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glUseProgram(gl->pipelines.ribbon_simple);
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loc = &gl->pipelines.ribbon_simple_loc;
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break;
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case VIDEO_SHADER_MENU_3:
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glUseProgram(gl->pipelines.snow_simple);
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loc = &gl->pipelines.snow_simple_loc;
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break;
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case VIDEO_SHADER_MENU_4:
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glUseProgram(gl->pipelines.snow);
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loc = &gl->pipelines.snow_loc;
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break;
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case VIDEO_SHADER_MENU_5:
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glUseProgram(gl->pipelines.bokeh);
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loc = &gl->pipelines.bokeh_loc;
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break;
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#endif
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default:
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glUseProgram(gl->pipelines.alpha_blend);
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break;
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}
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if (loc)
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{
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if (loc->flat_ubo_vertex >= 0)
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glUniform4fv(loc->flat_ubo_vertex,
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(GLsizei)((draw->backend_data_size + 15) / 16),
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(const GLfloat*)draw->backend_data);
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if (loc->flat_ubo_fragment >= 0)
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glUniform4fv(loc->flat_ubo_fragment,
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(GLsizei)((draw->backend_data_size + 15) / 16),
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(const GLfloat*)draw->backend_data);
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}
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else
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{
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const math_matrix_4x4 *mat = draw->matrix_data
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? (const math_matrix_4x4*)draw->matrix_data
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: (const math_matrix_4x4*)&gl->mvp_no_rot;
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if (gl->pipelines.alpha_blend_loc.flat_ubo_vertex >= 0)
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glUniform4fv(gl->pipelines.alpha_blend_loc.flat_ubo_vertex,
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4, mat->data);
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}
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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gl3_bind_scratch_vbo(gl, vertex,
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2 * sizeof(float) * draw->coords->vertices);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE,
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2 * sizeof(float), (void *)(uintptr_t)0);
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gl3_bind_scratch_vbo(gl, tex_coord,
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2 * sizeof(float) * draw->coords->vertices);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
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2 * sizeof(float), (void *)(uintptr_t)0);
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gl3_bind_scratch_vbo(gl, color,
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4 * sizeof(float) * draw->coords->vertices);
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glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE,
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4 * sizeof(float), (void *)(uintptr_t)0);
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switch (draw->prim_type)
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{
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case GFX_DISPLAY_PRIM_TRIANGLESTRIP:
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glDrawArrays(GL_TRIANGLE_STRIP, 0, draw->coords->vertices);
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break;
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case GFX_DISPLAY_PRIM_TRIANGLES:
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glDrawArrays(GL_TRIANGLES, 0, draw->coords->vertices);
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break;
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case GFX_DISPLAY_PRIM_NONE:
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default:
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break;
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}
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glDisableVertexAttribArray(2);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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static void gfx_display_gl3_blend_begin(void *data)
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{
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gl3_t *gl = (gl3_t*)data;
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glUseProgram(gl->pipelines.alpha_blend);
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}
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static void gfx_display_gl3_blend_end(void *data)
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{
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glDisable(GL_BLEND);
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}
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static bool gfx_display_gl3_font_init_first(
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void **font_handle, void *video_data, const char *font_path,
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float menu_font_size, bool is_threaded)
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{
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font_data_t **handle = (font_data_t**)font_handle;
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*handle = font_driver_init_first(video_data,
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font_path, menu_font_size, true,
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is_threaded,
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FONT_DRIVER_RENDER_OPENGL_CORE_API);
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if (*handle)
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return true;
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return false;
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}
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static void gfx_display_gl3_scissor_begin(void *data,
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unsigned video_width,
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unsigned video_height,
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int x, int y, unsigned width, unsigned height)
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{
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glScissor(x, video_height - y - height, width, height);
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glEnable(GL_SCISSOR_TEST);
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}
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static void gfx_display_gl3_scissor_end(
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void *data,
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unsigned video_width,
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unsigned video_height)
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{
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glDisable(GL_SCISSOR_TEST);
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}
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gfx_display_ctx_driver_t gfx_display_ctx_gl3 = {
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gfx_display_gl3_draw,
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gfx_display_gl3_draw_pipeline,
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gfx_display_gl3_blend_begin,
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gfx_display_gl3_blend_end,
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gfx_display_gl3_get_default_mvp,
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gfx_display_gl3_get_default_vertices,
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gfx_display_gl3_get_default_tex_coords,
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gfx_display_gl3_font_init_first,
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GFX_VIDEO_DRIVER_OPENGL_CORE,
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"glcore",
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false,
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gfx_display_gl3_scissor_begin,
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gfx_display_gl3_scissor_end
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};
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