ES-DE/es-core/src/renderers/Renderer_GLES10.cpp

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// Renderer_GLES10.cpp
//
// OpenGL ES 1.0 rendering functions.
//
#if defined(USE_OPENGLES_10)
#include "Log.h"
#include "Settings.h"
#include "renderers/Renderer.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengles.h>
namespace Renderer
{
static SDL_GLContext sdlContext = nullptr;
static GLuint whiteTexture = 0;
static GLenum convertBlendFactor(const Blend::Factor _blendFactor)
{
// clang-format off
switch (_blendFactor) {
case Blend::ZERO: { return GL_ZERO; } break;
case Blend::ONE: { return GL_ONE; } break;
case Blend::SRC_COLOR: { return GL_SRC_COLOR; } break;
case Blend::ONE_MINUS_SRC_COLOR: { return GL_ONE_MINUS_SRC_COLOR; } break;
case Blend::SRC_ALPHA: { return GL_SRC_ALPHA; } break;
case Blend::ONE_MINUS_SRC_ALPHA: { return GL_ONE_MINUS_SRC_ALPHA; } break;
case Blend::DST_COLOR: { return GL_DST_COLOR; } break;
case Blend::ONE_MINUS_DST_COLOR: { return GL_ONE_MINUS_DST_COLOR; } break;
case Blend::DST_ALPHA: { return GL_DST_ALPHA; } break;
case Blend::ONE_MINUS_DST_ALPHA: { return GL_ONE_MINUS_DST_ALPHA; } break;
default: { return GL_ZERO; }
}
// clang-format on
}
static GLenum convertTextureType(const Texture::Type _type)
{
// clang-format off
switch (_type) {
case Texture::RGBA: { return GL_RGBA; } break;
case Texture::ALPHA: { return GL_ALPHA; } break;
default: { return GL_ZERO; }
}
// clang-format on
}
void setupWindow()
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
}
bool createContext()
{
sdlContext = SDL_GL_CreateContext(getSDLWindow());
SDL_GL_MakeCurrent(getSDLWindow(), sdlContext);
std::string vendor =
glGetString(GL_VENDOR) ? reinterpret_cast<const char*>(glGetString(GL_VENDOR)) : "";
std::string renderer =
glGetString(GL_RENDERER) ? reinterpret_cast<const char*>(glGetString(GL_RENDERER)) : "";
std::string version =
glGetString(GL_VERSION) ? reinterpret_cast<const char*>(glGetString(GL_VERSION)) : "";
std::string extensions = glGetString(GL_EXTENSIONS) ?
reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS)) :
"";
LOG(LogInfo) << "GL vendor: " << vendor;
LOG(LogInfo) << "GL renderer: " << renderer;
LOG(LogInfo) << "GL version: " << version;
LOG(LogInfo) << "EmulationStation renderer: OpenGL ES 1.0";
LOG(LogInfo) << "Checking available OpenGL ES extensions...";
std::string glExts = glGetString(GL_EXTENSIONS) ?
reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS)) :
"";
LOG(LogInfo) << "GL_OES_texture_npot: "
<< (extensions.find("GL_OES_texture_npot") != std::string::npos ? "OK" :
"MISSING");
uint8_t data[4] = {255, 255, 255, 255};
whiteTexture = createTexture(Texture::RGBA, false, false, true, 1, 1, data);
GL_CHECK_ERROR(glClearColor(0.0f, 0.0f, 0.0f, 1.0f));
GL_CHECK_ERROR(glEnable(GL_TEXTURE_2D));
GL_CHECK_ERROR(glEnable(GL_BLEND));
GL_CHECK_ERROR(glPixelStorei(GL_PACK_ALIGNMENT, 1));
GL_CHECK_ERROR(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
GL_CHECK_ERROR(glEnableClientState(GL_VERTEX_ARRAY));
GL_CHECK_ERROR(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
GL_CHECK_ERROR(glEnableClientState(GL_COLOR_ARRAY));
return true;
}
void destroyContext()
{
SDL_GL_DeleteContext(sdlContext);
sdlContext = nullptr;
}
unsigned int createTexture(const Texture::Type type,
const bool linearMinify,
const bool linearMagnify,
const bool repeat,
const unsigned int width,
const unsigned int height,
void* data)
{
const GLenum textureType = convertTextureType(type);
unsigned int texture;
GL_CHECK_ERROR(glGenTextures(1, &texture));
GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture));
GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE));
GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE));
GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
linearMinify ? GL_LINEAR : GL_NEAREST));
GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
linearMagnify ? GL_LINEAR : GL_NEAREST));
GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, textureType, width, height, 0, textureType,
GL_UNSIGNED_BYTE, data));
return texture;
}
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void destroyTexture(const unsigned int texture)
{
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GL_CHECK_ERROR(glDeleteTextures(1, &texture));
}
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void updateTexture(const unsigned int texture,
const Texture::Type type,
const unsigned int x,
const unsigned y,
const unsigned int width,
const unsigned int height,
void* data)
{
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const GLenum textureType = convertTextureType(type);
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GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture));
GL_CHECK_ERROR(glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, textureType,
GL_UNSIGNED_BYTE, data));
GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, whiteTexture));
}
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void bindTexture(const unsigned int texture)
{
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if (texture == 0)
GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, whiteTexture));
else
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GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture));
}
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void drawLines(const Vertex* vertices,
const unsigned int numVertices,
const Blend::Factor srcBlendFactor,
const Blend::Factor dstBlendFactor)
{
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GL_CHECK_ERROR(glVertexPointer(2, GL_FLOAT, sizeof(Vertex), &vertices[0].pos));
GL_CHECK_ERROR(glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &vertices[0].tex));
GL_CHECK_ERROR(glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &vertices[0].col));
GL_CHECK_ERROR(
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glBlendFunc(convertBlendFactor(srcBlendFactor), convertBlendFactor(dstBlendFactor)));
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GL_CHECK_ERROR(glDrawArrays(GL_LINES, 0, numVertices));
}
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void drawTriangleStrips(const Vertex* vertices,
const unsigned int numVertices,
const glm::mat4& trans,
const Blend::Factor srcBlendFactor,
const Blend::Factor dstBlendFactor,
const shaderParameters& parameters)
{
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GL_CHECK_ERROR(glVertexPointer(2, GL_FLOAT, sizeof(Vertex), &vertices[0].pos));
GL_CHECK_ERROR(glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &vertices[0].tex));
GL_CHECK_ERROR(glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &vertices[0].col));
GL_CHECK_ERROR(
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glBlendFunc(convertBlendFactor(srcBlendFactor), convertBlendFactor(dstBlendFactor)));
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GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices));
}
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void setProjection(const glm::mat4& projection)
{
GL_CHECK_ERROR(glMatrixMode(GL_PROJECTION));
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GL_CHECK_ERROR(glLoadMatrixf((GLfloat*)&projection));
}
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void setMatrix(const glm::mat4& matrix)
{
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glm::mat4 newMatrix{matrix};
newMatrix[3] = glm::round(newMatrix[3]);
GL_CHECK_ERROR(glMatrixMode(GL_MODELVIEW));
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GL_CHECK_ERROR(glLoadMatrixf((GLfloat*)&newMatrix));
}
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void setViewport(const Rect& viewport)
{
// glViewport starts at the bottom left of the window.
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GL_CHECK_ERROR(glViewport(viewport.x, getWindowHeight() - viewport.y - viewport.h,
viewport.w, viewport.h));
}
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void setScissor(const Rect& scissor)
{
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if ((scissor.x == 0) && (scissor.y == 0) && (scissor.w == 0) && (scissor.h == 0)) {
GL_CHECK_ERROR(glDisable(GL_SCISSOR_TEST));
}
else {
// glScissor starts at the bottom left of the window.
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GL_CHECK_ERROR(glScissor(scissor.x, getWindowHeight() - scissor.y - scissor.h,
scissor.w, scissor.h));
GL_CHECK_ERROR(glEnable(GL_SCISSOR_TEST));
}
}
void setSwapInterval()
{
if (Settings::getInstance()->getBool("VSync")) {
// Adaptive VSync seems to be nonfunctional or having issues on some hardware
// and drivers, so only attempt to apply regular VSync.
if (SDL_GL_SetSwapInterval(1) == 0) {
LOG(LogInfo) << "Enabling VSync...";
}
else {
LOG(LogWarning) << "Could not enable VSync: " << SDL_GetError();
}
}
else {
SDL_GL_SetSwapInterval(0);
LOG(LogInfo) << "Disabling VSync...";
}
}
void swapBuffers()
{
SDL_GL_SwapWindow(getSDLWindow());
GL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
}
} // namespace Renderer
#endif // USE_OPENGLES_10