mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-22 13:55:38 +00:00
More changes to accomodate Android - imgui/host display
This commit is contained in:
parent
f11d357ab9
commit
ea0b13a05c
|
@ -32,3 +32,12 @@ if(SDL2_FOUND)
|
|||
target_link_libraries(imgui PRIVATE glad SDL2::Core)
|
||||
endif()
|
||||
|
||||
if(ANDROID)
|
||||
target_sources(imgui PRIVATE
|
||||
include/imgui_impl_opengl3.h
|
||||
src/imgui_impl_opengl3.cpp
|
||||
)
|
||||
target_link_libraries(imgui PRIVATE glad)
|
||||
endif()
|
||||
|
||||
|
||||
|
|
|
@ -13,8 +13,6 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GLAD
|
||||
|
||||
//---- Define assertion handler. Defaults to calling assert().
|
||||
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
|
||||
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
|
||||
|
|
|
@ -35,31 +35,3 @@ IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
|
|||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
|
||||
// Specific OpenGL versions
|
||||
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
|
||||
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
|
||||
|
||||
// Desktop OpenGL: attempt to detect default GL loader based on available header files.
|
||||
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
|
||||
// you are likely to get a crash in ImGui_ImplOpenGL3_Init().
|
||||
// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
|
||||
#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
|
||||
#if defined(__has_include)
|
||||
#if __has_include(<GL/glew.h>)
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||
#elif __has_include(<glad/glad.h>)
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GLAD
|
||||
#elif __has_include(<GL/gl3w.h>)
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GL3W
|
||||
#else
|
||||
#error "Cannot detect OpenGL loader!"
|
||||
#endif
|
||||
#else
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
|
|
@ -82,44 +82,14 @@
|
|||
// Auto-detect GL version
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
|
||||
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GL3W
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GLAD
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
#define IMGUI_IMPL_OPENGL_ES2
|
||||
#elif defined(__EMSCRIPTEN__)
|
||||
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GL3W
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GLAD
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
#define IMGUI_IMPL_OPENGL_ES2
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// GL includes
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
#include <GLES2/gl2.h>
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
|
||||
#include <OpenGLES/ES3/gl.h> // Use GL ES 3
|
||||
#else
|
||||
#include <GLES3/gl3.h> // Use GL ES 3
|
||||
#endif
|
||||
#else
|
||||
// About Desktop OpenGL function loaders:
|
||||
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
#include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
#include <GL/glew.h> // Needs to be initialized with glewInit() in user's code
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
#include <glad.h> // Needs to be initialized with gladLoadGL() in user's code
|
||||
#else
|
||||
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
#endif
|
||||
#endif
|
||||
#include <glad.h>
|
||||
|
||||
// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
|
@ -147,66 +117,35 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
|||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_opengl3";
|
||||
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
#endif
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 100";
|
||||
g_IsGLES = true;
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 300 es";
|
||||
g_IsGLES = true;
|
||||
#else
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 130";
|
||||
g_IsGLES = false;
|
||||
#endif
|
||||
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
if (GLAD_GL_ES_VERSION_2_0)
|
||||
{
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 100";
|
||||
g_IsGLES = true;
|
||||
}
|
||||
else if (GLAD_GL_ES_VERSION_3_0)
|
||||
{
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 300 es";
|
||||
g_IsGLES = true;
|
||||
}
|
||||
#endif
|
||||
else
|
||||
{
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 130";
|
||||
g_IsGLES = false;
|
||||
}
|
||||
|
||||
if (!g_IsGLES)
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
|
||||
strcpy(g_GlslVersionString, glsl_version);
|
||||
strcat(g_GlslVersionString, "\n");
|
||||
|
||||
// Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected.
|
||||
// The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
|
||||
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
|
||||
// you are likely to get a crash below.
|
||||
// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
|
||||
const char* gl_loader = "Unknown";
|
||||
IM_UNUSED(gl_loader);
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
gl_loader = "GL3W";
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
gl_loader = "GLEW";
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
gl_loader = "GLAD";
|
||||
#else // IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
gl_loader = "Custom";
|
||||
#endif
|
||||
|
||||
// Make a dummy GL call (we don't actually need the result)
|
||||
// IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
|
||||
// Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
|
||||
GLint current_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
|
||||
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplOpenGL3_InitPlatformInterface();
|
||||
|
||||
|
@ -256,7 +195,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
|||
glUseProgram(g_ShaderHandle);
|
||||
glUniform1i(g_AttribLocationTex, 0);
|
||||
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
|
||||
#endif
|
||||
|
||||
|
@ -398,11 +337,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
|||
// Restore modified GL state
|
||||
glUseProgram(last_program);
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
glBindSampler(0, last_sampler);
|
||||
#endif
|
||||
glActiveTexture(last_active_texture);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glBindSampler(0, last_sampler);
|
||||
glBindVertexArray(last_vertex_array_object);
|
||||
#endif
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
#include "YBaseLib/Log.h"
|
||||
#include "YBaseLib/MD5Digest.h"
|
||||
#include "cpu_disasm.h"
|
||||
#include <cerrno>
|
||||
Log_SetChannel(BIOS);
|
||||
|
||||
namespace BIOS {
|
||||
|
@ -56,7 +57,7 @@ std::optional<Image> LoadImageFromFile(std::string_view filename)
|
|||
std::FILE* fp = std::fopen(filename_str.c_str(), "rb");
|
||||
if (!fp)
|
||||
{
|
||||
Log_ErrorPrintf("Failed to open BIOS image '%s'", filename_str.c_str());
|
||||
Log_ErrorPrintf("Failed to open BIOS image '%s', errno=%d", filename_str.c_str(), errno);
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
|
|
|
@ -34,8 +34,8 @@ bool GPU_HW_D3D11::Initialize(HostDisplay* host_display, System* system, DMA* dm
|
|||
if (!GPU_HW::Initialize(host_display, system, dma, interrupt_controller, timers))
|
||||
return false;
|
||||
|
||||
m_device = static_cast<ID3D11Device*>(host_display->GetHostRenderDevice());
|
||||
m_context = static_cast<ID3D11DeviceContext*>(host_display->GetHostRenderContext());
|
||||
m_device = static_cast<ID3D11Device*>(host_display->GetRenderDevice());
|
||||
m_context = static_cast<ID3D11DeviceContext*>(host_display->GetRenderContext());
|
||||
if (!m_device || !m_context)
|
||||
return false;
|
||||
|
||||
|
|
|
@ -29,8 +29,12 @@ public:
|
|||
virtual ~HostDisplay() {}
|
||||
|
||||
virtual RenderAPI GetRenderAPI() const = 0;
|
||||
virtual void* GetHostRenderDevice() const = 0;
|
||||
virtual void* GetHostRenderContext() const = 0;
|
||||
virtual void* GetRenderDevice() const = 0;
|
||||
virtual void* GetRenderContext() const = 0;
|
||||
virtual void* GetRenderWindow() const = 0;
|
||||
|
||||
/// Switches the render window, recreating the surface.
|
||||
virtual void ChangeRenderWindow(void* new_window) = 0;
|
||||
|
||||
/// Creates an abstracted RGBA8 texture. If dynamic, the texture can be updated with UpdateTexture() below.
|
||||
virtual std::unique_ptr<HostDisplayTexture> CreateTexture(u32 width, u32 height, const void* data, u32 data_stride,
|
||||
|
|
|
@ -78,16 +78,26 @@ HostDisplay::RenderAPI D3D11HostDisplay::GetRenderAPI() const
|
|||
return HostDisplay::RenderAPI::D3D11;
|
||||
}
|
||||
|
||||
void* D3D11HostDisplay::GetHostRenderDevice() const
|
||||
void* D3D11HostDisplay::GetRenderDevice() const
|
||||
{
|
||||
return m_device.Get();
|
||||
}
|
||||
|
||||
void* D3D11HostDisplay::GetHostRenderContext() const
|
||||
void* D3D11HostDisplay::GetRenderContext() const
|
||||
{
|
||||
return m_context.Get();
|
||||
}
|
||||
|
||||
void* D3D11HostDisplay::GetRenderWindow() const
|
||||
{
|
||||
return m_window;
|
||||
}
|
||||
|
||||
void D3D11HostDisplay::ChangeRenderWindow(void* new_window)
|
||||
{
|
||||
Panic("Not supported");
|
||||
}
|
||||
|
||||
std::unique_ptr<HostDisplayTexture> D3D11HostDisplay::CreateTexture(u32 width, u32 height, const void* data,
|
||||
u32 data_stride, bool dynamic)
|
||||
{
|
||||
|
|
|
@ -20,8 +20,11 @@ public:
|
|||
static std::unique_ptr<HostDisplay> Create(SDL_Window* window);
|
||||
|
||||
RenderAPI GetRenderAPI() const override;
|
||||
void* GetHostRenderDevice() const override;
|
||||
void* GetHostRenderContext() const override;
|
||||
void* GetRenderDevice() const override;
|
||||
void* GetRenderContext() const override;
|
||||
void* GetRenderWindow() const override;
|
||||
|
||||
void ChangeRenderWindow(void* new_window) override;
|
||||
|
||||
std::unique_ptr<HostDisplayTexture> CreateTexture(u32 width, u32 height, const void* data, u32 data_stride,
|
||||
bool dynamic) override;
|
||||
|
|
|
@ -80,16 +80,26 @@ HostDisplay::RenderAPI OpenGLHostDisplay::GetRenderAPI() const
|
|||
return m_is_gles ? HostDisplay::RenderAPI::OpenGLES : HostDisplay::RenderAPI::OpenGL;
|
||||
}
|
||||
|
||||
void* OpenGLHostDisplay::GetHostRenderDevice() const
|
||||
void* OpenGLHostDisplay::GetRenderDevice() const
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void* OpenGLHostDisplay::GetHostRenderContext() const
|
||||
void* OpenGLHostDisplay::GetRenderContext() const
|
||||
{
|
||||
return m_gl_context;
|
||||
}
|
||||
|
||||
void* OpenGLHostDisplay::GetRenderWindow() const
|
||||
{
|
||||
return m_window;
|
||||
}
|
||||
|
||||
void OpenGLHostDisplay::ChangeRenderWindow(void* new_window)
|
||||
{
|
||||
Panic("Not implemented");
|
||||
}
|
||||
|
||||
std::unique_ptr<HostDisplayTexture> OpenGLHostDisplay::CreateTexture(u32 width, u32 height, const void* data,
|
||||
u32 data_stride, bool dynamic)
|
||||
{
|
||||
|
|
|
@ -15,8 +15,11 @@ public:
|
|||
static std::unique_ptr<HostDisplay> Create(SDL_Window* window);
|
||||
|
||||
RenderAPI GetRenderAPI() const override;
|
||||
void* GetHostRenderDevice() const override;
|
||||
void* GetHostRenderContext() const override;
|
||||
void* GetRenderDevice() const override;
|
||||
void* GetRenderContext() const override;
|
||||
void* GetRenderWindow() const override;
|
||||
|
||||
void ChangeRenderWindow(void* new_window) override;
|
||||
|
||||
std::unique_ptr<HostDisplayTexture> CreateTexture(u32 width, u32 height, const void* data, u32 data_stride,
|
||||
bool dynamic) override;
|
||||
|
|
Loading…
Reference in a new issue