mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-25 15:45:38 +00:00
Removed the deprecated OpenGL ES 1.0 and 2.0 renderers.
This commit is contained in:
parent
02249ae6b9
commit
4b9f0c5d14
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@ -1,281 +0,0 @@
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// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// Renderer_GLES10.cpp
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//
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// OpenGL ES 1.0 rendering functions.
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//
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#if defined(USE_OPENGLES_10)
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#include "Log.h"
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#include "Settings.h"
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#include "renderers/Renderer.h"
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_opengles.h>
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namespace Renderer
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{
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static SDL_GLContext sdlContext = nullptr;
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static GLuint whiteTexture = 0;
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inline GLenum convertBlendFactor(const Blend::Factor _blendFactor)
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{
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// clang-format off
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switch (_blendFactor) {
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case Blend::ZERO: { return GL_ZERO; } break;
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case Blend::ONE: { return GL_ONE; } break;
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case Blend::SRC_COLOR: { return GL_SRC_COLOR; } break;
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case Blend::ONE_MINUS_SRC_COLOR: { return GL_ONE_MINUS_SRC_COLOR; } break;
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case Blend::SRC_ALPHA: { return GL_SRC_ALPHA; } break;
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case Blend::ONE_MINUS_SRC_ALPHA: { return GL_ONE_MINUS_SRC_ALPHA; } break;
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case Blend::DST_COLOR: { return GL_DST_COLOR; } break;
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case Blend::ONE_MINUS_DST_COLOR: { return GL_ONE_MINUS_DST_COLOR; } break;
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case Blend::DST_ALPHA: { return GL_DST_ALPHA; } break;
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case Blend::ONE_MINUS_DST_ALPHA: { return GL_ONE_MINUS_DST_ALPHA; } break;
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default: { return GL_ZERO; }
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}
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// clang-format on
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}
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inline GLenum convertTextureType(const Texture::Type _type)
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{
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// clang-format off
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switch (_type) {
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case Texture::RGBA: { return GL_RGBA; } break;
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case Texture::ALPHA: { return GL_ALPHA; } break;
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default: { return GL_ZERO; }
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}
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// clang-format on
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}
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void setupWindow()
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{
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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}
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bool createContext()
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{
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sdlContext = SDL_GL_CreateContext(getSDLWindow());
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SDL_GL_MakeCurrent(getSDLWindow(), sdlContext);
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std::string vendor =
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glGetString(GL_VENDOR) ? reinterpret_cast<const char*>(glGetString(GL_VENDOR)) : "";
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std::string renderer =
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glGetString(GL_RENDERER) ? reinterpret_cast<const char*>(glGetString(GL_RENDERER)) : "";
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std::string version =
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glGetString(GL_VERSION) ? reinterpret_cast<const char*>(glGetString(GL_VERSION)) : "";
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std::string extensions = glGetString(GL_EXTENSIONS) ?
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reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS)) :
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"";
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LOG(LogInfo) << "GL vendor: " << vendor;
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LOG(LogInfo) << "GL renderer: " << renderer;
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LOG(LogInfo) << "GL version: " << version;
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LOG(LogInfo) << "EmulationStation renderer: OpenGL ES 1.0";
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LOG(LogInfo) << "Checking available OpenGL ES extensions...";
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std::string glExts = glGetString(GL_EXTENSIONS) ?
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reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS)) :
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"";
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LOG(LogInfo) << "GL_OES_texture_npot: "
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<< (extensions.find("GL_OES_texture_npot") != std::string::npos ? "OK" :
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"MISSING");
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uint8_t data[4] = {255, 255, 255, 255};
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whiteTexture = createTexture(Texture::RGBA, Texture::RGBA, false, false, true, 1, 1, data);
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GL_CHECK_ERROR(glClearColor(0.0f, 0.0f, 0.0f, 1.0f));
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GL_CHECK_ERROR(glEnable(GL_TEXTURE_2D));
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GL_CHECK_ERROR(glEnable(GL_BLEND));
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GL_CHECK_ERROR(glPixelStorei(GL_PACK_ALIGNMENT, 1));
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GL_CHECK_ERROR(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
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GL_CHECK_ERROR(glEnableClientState(GL_VERTEX_ARRAY));
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GL_CHECK_ERROR(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
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GL_CHECK_ERROR(glEnableClientState(GL_COLOR_ARRAY));
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return true;
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}
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void destroyContext()
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{
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SDL_GL_DeleteContext(sdlContext);
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sdlContext = nullptr;
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}
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unsigned int createTexture(const Texture::Type type,
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const Texture::Type format,
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const bool linearMinify,
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const bool linearMagnify,
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const bool repeat,
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const unsigned int width,
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const unsigned int height,
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void* data)
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{
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const GLenum textureType = convertTextureType(type);
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unsigned int texture;
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GL_CHECK_ERROR(glGenTextures(1, &texture));
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GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture));
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// Not sure why the corresponding variables are missing in the OpenGL ES include files
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// when specifying the values manually seems to work with all graphics drivers.
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int _GL_TEXTURE_SWIZZLE_R {0x8E42};
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int _GL_TEXTURE_SWIZZLE_B {0x8E44};
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int _GL_RED {0x1903};
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int _GL_BLUE {0x1905};
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// Convert from BGRA to RGBA.
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if (format == Texture::Type::BGRA) {
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glTexParameteri(GL_TEXTURE_2D, _GL_TEXTURE_SWIZZLE_B, _GL_RED);
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glTexParameteri(GL_TEXTURE_2D, _GL_TEXTURE_SWIZZLE_R, _GL_BLUE);
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}
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GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
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repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE));
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GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
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repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE));
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GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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linearMinify ? GL_LINEAR : GL_NEAREST));
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GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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linearMagnify ? GL_LINEAR : GL_NEAREST));
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GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, textureType, width, height, 0, textureType,
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GL_UNSIGNED_BYTE, data));
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return texture;
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}
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void destroyTexture(const unsigned int texture)
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{
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GL_CHECK_ERROR(glDeleteTextures(1, &texture));
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}
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void updateTexture(const unsigned int texture,
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const Texture::Type type,
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const unsigned int x,
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const unsigned int y,
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const unsigned int width,
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const unsigned int height,
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void* data)
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{
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const GLenum textureType = convertTextureType(type);
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GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture));
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GL_CHECK_ERROR(glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, textureType,
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GL_UNSIGNED_BYTE, data));
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GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, whiteTexture));
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}
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void bindTexture(const unsigned int texture)
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{
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if (texture == 0)
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GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, whiteTexture));
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else
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GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture));
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}
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void drawLines(const Vertex* vertices,
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const unsigned int numVertices,
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const Blend::Factor srcBlendFactor,
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const Blend::Factor dstBlendFactor)
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{
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GL_CHECK_ERROR(glVertexPointer(2, GL_FLOAT, sizeof(Vertex), &vertices[0].pos));
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GL_CHECK_ERROR(glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &vertices[0].tex));
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GL_CHECK_ERROR(glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &vertices[0].col));
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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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}
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void drawTriangleStrips(const Vertex* vertices,
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const unsigned int numVertices,
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const glm::mat4& trans,
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const Blend::Factor srcBlendFactor,
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const Blend::Factor dstBlendFactor,
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const shaderParameters& parameters)
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{
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GL_CHECK_ERROR(glVertexPointer(2, GL_FLOAT, sizeof(Vertex), &vertices[0].pos));
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GL_CHECK_ERROR(glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &vertices[0].tex));
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GL_CHECK_ERROR(glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &vertices[0].col));
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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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}
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void setProjection(const glm::mat4& projection)
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{
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GL_CHECK_ERROR(glMatrixMode(GL_PROJECTION));
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GL_CHECK_ERROR(glLoadMatrixf((GLfloat*)&projection));
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}
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void setMatrix(const glm::mat4& matrix)
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{
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glm::mat4 newMatrix {matrix};
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newMatrix[3] = glm::round(newMatrix[3]);
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GL_CHECK_ERROR(glMatrixMode(GL_MODELVIEW));
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GL_CHECK_ERROR(glLoadMatrixf((GLfloat*)&newMatrix));
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}
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void setViewport(const Rect& viewport)
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{
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// glViewport starts at the bottom left of the window.
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GL_CHECK_ERROR(glViewport(viewport.x,
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static_cast<GLint>(getWindowHeight()) - viewport.y - viewport.h,
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viewport.w, viewport.h));
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}
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void setScissor(const Rect& scissor)
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{
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if ((scissor.x == 0) && (scissor.y == 0) && (scissor.w == 0) && (scissor.h == 0)) {
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GL_CHECK_ERROR(glDisable(GL_SCISSOR_TEST));
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}
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else {
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// glScissor starts at the bottom left of the window.
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GL_CHECK_ERROR(glScissor(scissor.x,
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static_cast<GLint>(getWindowHeight()) - scissor.y - scissor.h,
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scissor.w, scissor.h));
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GL_CHECK_ERROR(glEnable(GL_SCISSOR_TEST));
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}
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}
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void setSwapInterval()
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{
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if (Settings::getInstance()->getBool("VSync")) {
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// Adaptive VSync seems to be nonfunctional or having issues on some hardware
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// and drivers, so only attempt to apply regular VSync.
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if (SDL_GL_SetSwapInterval(1) == 0) {
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LOG(LogInfo) << "Enabling VSync...";
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}
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else {
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LOG(LogWarning) << "Could not enable VSync: " << SDL_GetError();
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}
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}
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else {
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SDL_GL_SetSwapInterval(0);
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LOG(LogInfo) << "Disabling VSync...";
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}
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}
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void swapBuffers()
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{
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SDL_GL_SwapWindow(getSDLWindow());
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GL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
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}
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} // namespace Renderer
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#endif // USE_OPENGLES_10
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@ -1,482 +0,0 @@
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// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// Renderer_GLES20.cpp
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//
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// OpenGL ES 2.0 rendering functions.
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//
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#if defined(USE_OPENGLES_20)
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#include "Log.h"
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#include "Settings.h"
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#include "renderers/Renderer.h"
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#include "utils/StringUtil.h"
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_opengles2.h>
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namespace Renderer
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{
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static SDL_GLContext sdlContext {nullptr};
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static glm::mat4 projectionMatrix {getIdentity()};
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glm::mat4 worldViewMatrix {getIdentity()};
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static GLuint shaderProgram {0};
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static GLint mvpUniform {0};
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static GLint texAttrib {0};
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static GLint colAttrib {0};
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static GLint posAttrib {0};
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static GLuint vertexBuffer {0};
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static GLuint whiteTexture {0};
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static void setupShaders()
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{
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// Vertex shader.
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const GLchar* vertexSource {"uniform mat4 u_mvp; \n"
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"attribute vec2 a_pos; \n"
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"attribute vec2 a_tex; \n"
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"attribute vec4 a_col; \n"
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"varying vec2 v_tex; \n"
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"varying vec4 v_col; \n"
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"void main(void) \n"
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"{ \n"
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" gl_Position = u_mvp * vec4(a_pos.xy, 0.0, 1.0); \n"
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" v_tex = a_tex; \n"
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" v_col = a_col; \n"
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"} \n"};
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const GLuint vertexShader {glCreateShader(GL_VERTEX_SHADER)};
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GL_CHECK_ERROR(glShaderSource(vertexShader, 1, &vertexSource, nullptr));
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GL_CHECK_ERROR(glCompileShader(vertexShader));
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{
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GLint isCompiled {GL_FALSE};
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GLint maxLength {0};
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GL_CHECK_ERROR(glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &isCompiled));
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GL_CHECK_ERROR(glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength));
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if (maxLength > 1) {
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std::string infoLog(maxLength + 1, 0);
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GL_CHECK_ERROR(
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glGetShaderInfoLog(vertexShader, maxLength, &maxLength, &infoLog[0]));
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if (isCompiled == GL_FALSE) {
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LOG(LogError) << "GLSL Vertex Compile Error\n" << &infoLog[0];
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}
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else {
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if (Utils::String::toUpper(infoLog).find("WARNING") != std::string::npos) {
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LOG(LogWarning) << "GLSL Vertex Compile Warning\n" << infoLog;
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}
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else {
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LOG(LogInfo) << "GLSL Vertex Compile Message\n" << infoLog;
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}
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}
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}
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}
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// Fragment shader.
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const GLchar* fragmentSource {"precision highp float; \n"
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"uniform sampler2D u_tex; \n"
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"varying vec2 v_tex; \n"
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"varying vec4 v_col; \n"
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"void main(void) \n"
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"{ \n"
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" gl_FragColor = texture2D(u_tex, v_tex) * v_col; \n"
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"} \n"};
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const GLuint fragmentShader {glCreateShader(GL_FRAGMENT_SHADER)};
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GL_CHECK_ERROR(glShaderSource(fragmentShader, 1, &fragmentSource, nullptr));
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GL_CHECK_ERROR(glCompileShader(fragmentShader));
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{
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GLint isCompiled {GL_FALSE};
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GLint maxLength {0};
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GL_CHECK_ERROR(glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &isCompiled));
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GL_CHECK_ERROR(glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength));
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if (maxLength > 1) {
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std::string infoLog(maxLength + 1, 0);
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GL_CHECK_ERROR(
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glGetShaderInfoLog(fragmentShader, maxLength, &maxLength, &infoLog[0]));
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if (isCompiled == GL_FALSE) {
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LOG(LogError) << "GLSL Fragment Compile Error\n" << infoLog;
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}
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else {
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if (Utils::String::toUpper(infoLog).find("WARNING") != std::string::npos) {
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LOG(LogWarning) << "GLSL Fragment Compile Warning\n" << infoLog;
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}
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else {
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LOG(LogInfo) << "GLSL Fragment Compile Message\n" << infoLog;
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}
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}
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}
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}
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// Shader program.
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shaderProgram = glCreateProgram();
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GL_CHECK_ERROR(glAttachShader(shaderProgram, vertexShader));
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GL_CHECK_ERROR(glAttachShader(shaderProgram, fragmentShader));
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GL_CHECK_ERROR(glLinkProgram(shaderProgram));
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{
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GLint isCompiled {GL_FALSE};
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GLint maxLength {0};
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GL_CHECK_ERROR(glGetProgramiv(shaderProgram, GL_LINK_STATUS, &isCompiled));
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GL_CHECK_ERROR(glGetProgramiv(shaderProgram, GL_INFO_LOG_LENGTH, &maxLength));
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if (maxLength > 1) {
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std::string infoLog(maxLength + 1, 0);
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GL_CHECK_ERROR(
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glGetProgramInfoLog(shaderProgram, maxLength, &maxLength, &infoLog[0]));
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if (isCompiled == GL_FALSE) {
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LOG(LogError) << "GLSL Link Error\n" << infoLog;
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}
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else {
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if (Utils::String::toUpper(infoLog).find("WARNING") != std::string::npos) {
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LOG(LogWarning) << "GLSL Link Warning\n" << infoLog;
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}
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else {
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LOG(LogInfo) << "GLSL Link Message\n" << infoLog;
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}
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}
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}
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}
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GL_CHECK_ERROR(glUseProgram(shaderProgram));
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mvpUniform = glGetUniformLocation(shaderProgram, "u_mvp");
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posAttrib = glGetAttribLocation(shaderProgram, "a_pos");
|
||||
texAttrib = glGetAttribLocation(shaderProgram, "a_tex");
|
||||
colAttrib = glGetAttribLocation(shaderProgram, "a_col");
|
||||
GLint texUniform = glGetUniformLocation(shaderProgram, "u_tex");
|
||||
GL_CHECK_ERROR(glEnableVertexAttribArray(posAttrib));
|
||||
GL_CHECK_ERROR(glEnableVertexAttribArray(texAttrib));
|
||||
GL_CHECK_ERROR(glEnableVertexAttribArray(colAttrib));
|
||||
GL_CHECK_ERROR(glUniform1i(texUniform, 0));
|
||||
}
|
||||
|
||||
static void setupVertexBuffer()
|
||||
{
|
||||
GL_CHECK_ERROR(glGenBuffers(1, &vertexBuffer));
|
||||
GL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer));
|
||||
}
|
||||
|
||||
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::BGRA: { return GL_BGRA_EXT; } break;
|
||||
case Texture::ALPHA: { return GL_LUMINANCE_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, 2);
|
||||
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);
|
||||
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 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 2.0";
|
||||
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");
|
||||
|
||||
setupShaders();
|
||||
setupVertexBuffer();
|
||||
|
||||
uint8_t data[4] = {255, 255, 255, 255};
|
||||
whiteTexture = createTexture(Texture::RGBA, Texture::RGBA, false, false, true, 1, 1, data);
|
||||
|
||||
GL_CHECK_ERROR(glClearColor(0.0f, 0.0f, 0.0f, 1.0f));
|
||||
GL_CHECK_ERROR(glActiveTexture(GL_TEXTURE0));
|
||||
GL_CHECK_ERROR(glEnable(GL_BLEND));
|
||||
GL_CHECK_ERROR(glPixelStorei(GL_PACK_ALIGNMENT, 1));
|
||||
GL_CHECK_ERROR(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void destroyContext()
|
||||
{
|
||||
SDL_GL_DeleteContext(sdlContext);
|
||||
sdlContext = nullptr;
|
||||
}
|
||||
|
||||
unsigned int createTexture(const Texture::Type type,
|
||||
const Texture::Type format,
|
||||
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));
|
||||
|
||||
// Not sure why the corresponding variables are missing in the OpenGL ES include files
|
||||
// when specifying the values manually seems to work with all graphics drivers.
|
||||
int _GL_TEXTURE_SWIZZLE_R {0x8E42};
|
||||
int _GL_TEXTURE_SWIZZLE_B {0x8E44};
|
||||
int _GL_RED {0x1903};
|
||||
int _GL_BLUE {0x1905};
|
||||
|
||||
// Convert from BGRA to RGBA.
|
||||
if (format == Texture::Type::BGRA) {
|
||||
glTexParameteri(GL_TEXTURE_2D, _GL_TEXTURE_SWIZZLE_B, _GL_RED);
|
||||
glTexParameteri(GL_TEXTURE_2D, _GL_TEXTURE_SWIZZLE_R, _GL_BLUE);
|
||||
}
|
||||
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));
|
||||
|
||||
// Regular GL_ALPHA textures are black + alpha when used in shaders, so create a
|
||||
// GL_LUMINANCE_ALPHA texture instead so it's white + alpha.
|
||||
if (textureType == GL_LUMINANCE_ALPHA) {
|
||||
uint8_t* a_data {reinterpret_cast<uint8_t*>(data)};
|
||||
uint8_t* la_data {new uint8_t[width * height * 2]};
|
||||
for (uint32_t i = 0; i < (width * height); ++i) {
|
||||
la_data[(i * 2) + 0] = 255;
|
||||
la_data[(i * 2) + 1] = a_data ? a_data[i] : 255;
|
||||
}
|
||||
|
||||
GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, textureType, width, height, 0,
|
||||
textureType, GL_UNSIGNED_BYTE, la_data));
|
||||
|
||||
delete[] la_data;
|
||||
}
|
||||
else {
|
||||
GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, textureType, width, height, 0,
|
||||
textureType, GL_UNSIGNED_BYTE, data));
|
||||
}
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
void destroyTexture(const unsigned int _texture)
|
||||
{
|
||||
GL_CHECK_ERROR(glDeleteTextures(1, &_texture));
|
||||
}
|
||||
|
||||
void updateTexture(const unsigned int texture,
|
||||
const Texture::Type type,
|
||||
const unsigned int x,
|
||||
const unsigned int y,
|
||||
const unsigned int width,
|
||||
const unsigned int height,
|
||||
void* data)
|
||||
{
|
||||
const GLenum textureType = convertTextureType(type);
|
||||
|
||||
GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture));
|
||||
|
||||
// Regular GL_ALPHA textures are black + alpha when used in shaders, so create a
|
||||
// GL_LUMINANCE_ALPHA texture instead so it's white + alpha.
|
||||
if (textureType == GL_LUMINANCE_ALPHA) {
|
||||
uint8_t* a_data {reinterpret_cast<uint8_t*>(data)};
|
||||
uint8_t* la_data {new uint8_t[width * height * 2]};
|
||||
for (uint32_t i = 0; i < (width * height); ++i) {
|
||||
la_data[(i * 2) + 0] = 255;
|
||||
la_data[(i * 2) + 1] = a_data ? a_data[i] : 255;
|
||||
}
|
||||
|
||||
GL_CHECK_ERROR(glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, textureType,
|
||||
GL_UNSIGNED_BYTE, la_data));
|
||||
|
||||
delete[] la_data;
|
||||
}
|
||||
else {
|
||||
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));
|
||||
}
|
||||
|
||||
void bindTexture(const unsigned int texture)
|
||||
{
|
||||
if (texture == 0)
|
||||
GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, whiteTexture));
|
||||
else
|
||||
GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture));
|
||||
}
|
||||
|
||||
void drawLines(const Vertex* vertices,
|
||||
const unsigned int numVertices,
|
||||
const Blend::Factor srcBlendFactor,
|
||||
const Blend::Factor dstBlendFactor)
|
||||
{
|
||||
GL_CHECK_ERROR(glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||
reinterpret_cast<const void*>(offsetof(Vertex, pos))));
|
||||
GL_CHECK_ERROR(glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||
reinterpret_cast<const void*>(offsetof(Vertex, tex))));
|
||||
GL_CHECK_ERROR(glVertexAttribPointer(colAttrib, 4, GL_UNSIGNED_BYTE, GL_TRUE,
|
||||
sizeof(Vertex),
|
||||
reinterpret_cast<const void*>(offsetof(Vertex, col))));
|
||||
|
||||
GL_CHECK_ERROR(
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * numVertices, vertices, GL_DYNAMIC_DRAW));
|
||||
GL_CHECK_ERROR(
|
||||
glBlendFunc(convertBlendFactor(srcBlendFactor), convertBlendFactor(dstBlendFactor)));
|
||||
|
||||
GL_CHECK_ERROR(glDrawArrays(GL_LINES, 0, numVertices));
|
||||
}
|
||||
|
||||
void drawTriangleStrips(const Vertex* vertices,
|
||||
const unsigned int numVertices,
|
||||
const glm::mat4& trans,
|
||||
const Blend::Factor srcBlendFactor,
|
||||
const Blend::Factor dstBlendFactor,
|
||||
const shaderParameters& parameters)
|
||||
{
|
||||
GL_CHECK_ERROR(glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||
reinterpret_cast<const void*>(offsetof(Vertex, pos))));
|
||||
GL_CHECK_ERROR(glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||
reinterpret_cast<const void*>(offsetof(Vertex, tex))));
|
||||
GL_CHECK_ERROR(glVertexAttribPointer(colAttrib, 4, GL_UNSIGNED_BYTE, GL_TRUE,
|
||||
sizeof(Vertex),
|
||||
reinterpret_cast<const void*>(offsetof(Vertex, col))));
|
||||
|
||||
GL_CHECK_ERROR(
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * numVertices, vertices, GL_DYNAMIC_DRAW));
|
||||
GL_CHECK_ERROR(
|
||||
glBlendFunc(convertBlendFactor(srcBlendFactor), convertBlendFactor(dstBlendFactor)));
|
||||
|
||||
GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices));
|
||||
}
|
||||
|
||||
void setProjection(const glm::mat4& projection)
|
||||
{
|
||||
projectionMatrix = projection;
|
||||
|
||||
glm::mat4 mvpMatrix {projectionMatrix * worldViewMatrix};
|
||||
GL_CHECK_ERROR(
|
||||
glUniformMatrix4fv(mvpUniform, 1, GL_FALSE, reinterpret_cast<float*>(&mvpMatrix)));
|
||||
}
|
||||
|
||||
void setMatrix(const glm::mat4& matrix)
|
||||
{
|
||||
worldViewMatrix = matrix;
|
||||
worldViewMatrix[3] = glm::round(worldViewMatrix[3]);
|
||||
|
||||
glm::mat4 mvpMatrix {projectionMatrix * worldViewMatrix};
|
||||
GL_CHECK_ERROR(
|
||||
glUniformMatrix4fv(mvpUniform, 1, GL_FALSE, reinterpret_cast<float*>(&mvpMatrix)));
|
||||
}
|
||||
|
||||
void setViewport(const Rect& viewport)
|
||||
{
|
||||
// glViewport starts at the bottom left of the window.
|
||||
GL_CHECK_ERROR(glViewport(viewport.x,
|
||||
static_cast<GLint>(getWindowHeight()) - viewport.y - viewport.h,
|
||||
viewport.w, viewport.h));
|
||||
}
|
||||
|
||||
void setScissor(const Rect& scissor)
|
||||
{
|
||||
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.
|
||||
GL_CHECK_ERROR(glScissor(scissor.x,
|
||||
static_cast<GLint>(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_20
|
Loading…
Reference in a new issue