mirror of
https://github.com/libretro/dolphin
synced 2024-12-22 13:16:32 +00:00
117 lines
3.7 KiB
C++
117 lines
3.7 KiB
C++
// Copyright 2015 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <memory>
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#include "Common/GL/GLContext.h"
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#include "Common/GL/GLUtil.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/Software/SWOGLWindow.h"
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#include "VideoBackends/Software/SWTexture.h"
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SWOGLWindow::SWOGLWindow() = default;
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SWOGLWindow::~SWOGLWindow() = default;
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std::unique_ptr<SWOGLWindow> SWOGLWindow::Create(const WindowSystemInfo& wsi)
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{
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std::unique_ptr<SWOGLWindow> window = std::unique_ptr<SWOGLWindow>(new SWOGLWindow());
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if (!window->Initialize(wsi))
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{
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PanicAlert("Failed to create OpenGL window");
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return nullptr;
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}
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return window;
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}
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bool SWOGLWindow::IsHeadless() const
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{
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return m_gl_context->IsHeadless();
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}
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bool SWOGLWindow::Initialize(const WindowSystemInfo& wsi)
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{
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m_gl_context = GLContext::Create(wsi);
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if (!m_gl_context)
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return false;
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// Init extension support.
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if (!GLExtensions::Init(m_gl_context.get()))
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{
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ERROR_LOG(VIDEO, "GLExtensions::Init failed!Does your video card support OpenGL 2.0?");
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return false;
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}
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else if (GLExtensions::Version() < 310)
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{
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ERROR_LOG(VIDEO, "OpenGL Version %d detected, but at least 3.1 is required.",
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GLExtensions::Version());
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return false;
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}
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std::string frag_shader = "in vec2 TexCoord;\n"
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"out vec4 ColorOut;\n"
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"uniform sampler2D samp;\n"
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"void main() {\n"
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" ColorOut = texture(samp, TexCoord);\n"
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"}\n";
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std::string vertex_shader = "out vec2 TexCoord;\n"
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"void main() {\n"
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" vec2 rawpos = vec2(gl_VertexID & 1, (gl_VertexID & 2) >> 1);\n"
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" gl_Position = vec4(rawpos * 2.0 - 1.0, 0.0, 1.0);\n"
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" TexCoord = vec2(rawpos.x, -rawpos.y);\n"
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"}\n";
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std::string header = m_gl_context->IsGLES() ? "#version 300 es\n"
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"precision highp float;\n" :
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"#version 140\n";
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m_image_program = GLUtil::CompileProgram(header + vertex_shader, header + frag_shader);
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glUseProgram(m_image_program);
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glUniform1i(glGetUniformLocation(m_image_program, "samp"), 0);
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glGenTextures(1, &m_image_texture);
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glBindTexture(GL_TEXTURE_2D, m_image_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glGenVertexArrays(1, &m_image_vao);
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return true;
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}
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void SWOGLWindow::ShowImage(const AbstractTexture* image,
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const MathUtil::Rectangle<int>& xfb_region)
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{
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const SW::SWTexture* sw_image = static_cast<const SW::SWTexture*>(image);
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m_gl_context->Update(); // just updates the render window position and the backbuffer size
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GLsizei glWidth = (GLsizei)m_gl_context->GetBackBufferWidth();
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GLsizei glHeight = (GLsizei)m_gl_context->GetBackBufferHeight();
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glViewport(0, 0, glWidth, glHeight);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D, m_image_texture);
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// TODO: Apply xfb_region
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
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glPixelStorei(GL_UNPACK_ROW_LENGTH, sw_image->GetConfig().width);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, static_cast<GLsizei>(sw_image->GetConfig().width),
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static_cast<GLsizei>(sw_image->GetConfig().height), 0, GL_RGBA, GL_UNSIGNED_BYTE,
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sw_image->GetData());
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glUseProgram(m_image_program);
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glBindVertexArray(m_image_vao);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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m_gl_context->Swap();
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}
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