ES-DE/es-core/src/renderers/Renderer_GL21.cpp

511 lines
22 KiB
C++

// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// Renderer_GL21.cpp
//
// OpenGL 2.1 rendering functions.
//
#if defined(USE_OPENGL_21)
#include "Settings.h"
#include "Shader_GL21.h"
#include "renderers/Renderer.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()
{
#if defined(__APPLE__)
// This is required on macOS, as the operating system will otherwise insist on using
// a newer OpenGL version which completely breaks the application.
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
#else
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
#endif
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
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()
{
bool missingExtension = false;
sdlContext = SDL_GL_CreateContext(getSDLWindow());
if (!sdlContext) {
LOG(LogError) << "Error creating OpenGL context. " << SDL_GetError();
return false;
}
#if defined(_WIN64)
glewInit();
#endif
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;
#if defined(_WIN64)
LOG(LogInfo) << "EmulationStation renderer: OpenGL 2.1 with GLEW";
#else
LOG(LogInfo) << "EmulationStation renderer: OpenGL 2.1";
#endif
LOG(LogInfo) << "Checking available OpenGL extensions...";
std::string glExts = glGetString(GL_EXTENSIONS) ?
reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS)) :
"";
if (extensions.find("GL_ARB_texture_non_power_of_two") == std::string::npos) {
LOG(LogError) << "GL_ARB_texture_non_power_of_two: MISSING";
missingExtension = true;
}
else {
LOG(LogInfo) << "GL_ARB_texture_non_power_of_two: OK";
}
if (extensions.find("GL_ARB_vertex_shader") == std::string::npos) {
LOG(LogError) << "GL_ARB_vertex_shader: MISSING";
missingExtension = true;
}
else {
LOG(LogInfo) << "GL_ARB_vertex_shader: OK";
}
if (extensions.find("GL_ARB_fragment_shader") == std::string::npos) {
LOG(LogError) << "GL_ARB_fragment_shader: MISSING";
missingExtension = true;
}
else {
LOG(LogInfo) << "GL_ARB_fragment_shader: OK";
}
if (extensions.find("GL_EXT_framebuffer_blit") == std::string::npos) {
LOG(LogError) << "GL_EXT_framebuffer_blit: MISSING";
missingExtension = true;
}
else {
LOG(LogInfo) << "GL_EXT_framebuffer_blit: OK";
}
if (missingExtension) {
LOG(LogError) << "Required OpenGL extensions missing.";
return false;
}
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));
// This is the framebuffer that will be used for shader rendering.
GL_CHECK_ERROR(glGenFramebuffers(1, &shaderFBO));
return true;
}
void destroyContext()
{
GL_CHECK_ERROR(glDeleteFramebuffers(1, &shaderFBO));
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 ? static_cast<GLfloat>(GL_REPEAT) :
static_cast<GLfloat>(GL_CLAMP_TO_EDGE)));
GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
repeat ? static_cast<GLfloat>(GL_REPEAT) :
static_cast<GLfloat>(GL_CLAMP_TO_EDGE)));
GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
linearMinify ? static_cast<GLfloat>(GL_LINEAR) :
static_cast<GLfloat>(GL_NEAREST)));
GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
linearMagnify ? static_cast<GLfloat>(GL_LINEAR) :
static_cast<GLfloat>(GL_NEAREST)));
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 y,
const unsigned int width,
const unsigned int height,
void* data)
{
const GLenum textureType = convertTextureType(type);
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));
}
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(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(
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)
{
float width = vertices[3].pos[0];
float height = vertices[3].pos[1];
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(
glBlendFunc(convertBlendFactor(srcBlendFactor), convertBlendFactor(dstBlendFactor)));
#if defined(USE_OPENGL_21)
if (vertices[0].shaders == 0) {
GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices));
}
else {
// If saturation is set below the maximum (default) value, run the
// desaturation shader.
if (vertices->saturation < 1.0f || parameters.fragmentSaturation < 1.0f) {
Shader* runShader = getShaderProgram(SHADER_DESATURATE);
// Only try to use the shader if it has been loaded properly.
if (runShader) {
runShader->activateShaders();
runShader->setModelViewProjectionMatrix(getProjectionMatrix() * trans);
runShader->setSaturation(vertices->saturation);
GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices));
runShader->deactivateShaders();
}
}
if (vertices->shaders & SHADER_OPACITY) {
Shader* runShader = getShaderProgram(SHADER_OPACITY);
if (runShader) {
runShader->activateShaders();
runShader->setModelViewProjectionMatrix(getProjectionMatrix() * trans);
vertices->opacity < 1.0f ? runShader->setOpacity(vertices->opacity) :
runShader->setOpacity(parameters.fragmentOpacity);
GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices));
runShader->deactivateShaders();
}
}
// Check if any other shaders are set to be used and if so, run them.
if (vertices->shaders & SHADER_DIM) {
Shader* runShader = getShaderProgram(SHADER_DIM);
if (runShader) {
runShader->activateShaders();
runShader->setModelViewProjectionMatrix(getProjectionMatrix() * trans);
runShader->setDimValue(parameters.fragmentDimValue);
GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices));
runShader->deactivateShaders();
}
}
if (vertices->shaders & SHADER_BLUR_HORIZONTAL) {
Shader* runShader = getShaderProgram(SHADER_BLUR_HORIZONTAL);
if (runShader) {
runShader->activateShaders();
runShader->setModelViewProjectionMatrix(getProjectionMatrix() * trans);
runShader->setTextureSize({width, height});
GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices));
runShader->deactivateShaders();
}
}
if (vertices->shaders & SHADER_BLUR_VERTICAL) {
Shader* runShader = getShaderProgram(SHADER_BLUR_VERTICAL);
if (runShader) {
runShader->activateShaders();
runShader->setModelViewProjectionMatrix(getProjectionMatrix() * trans);
runShader->setTextureSize({width, height});
GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices));
runShader->deactivateShaders();
}
}
if (vertices->shaders & SHADER_SCANLINES) {
Shader* runShader = getShaderProgram(SHADER_SCANLINES);
float shaderWidth = width * 1.2f;
// Scale the scanlines relative to screen resolution.
float screenHeightModifier = getScreenHeightModifier();
float relativeHeight = height / getScreenHeight();
float shaderHeight = 0.0f;
if (relativeHeight == 1.0f) {
// Full screen.
float modifier = 1.30f - (0.1f * screenHeightModifier);
shaderHeight = height * modifier;
}
else {
// Portion of screen, e.g. gamelist view.
// Average the relative width and height to avoid applying exaggerated
// scanlines to videos with non-standard aspect ratios.
float relativeWidth = width / getScreenWidth();
float relativeAdjustment = (relativeWidth + relativeHeight) / 2.0f;
float modifier =
1.41f + relativeAdjustment / 7.0f - (0.14f * screenHeightModifier);
shaderHeight = height * modifier;
}
if (runShader) {
runShader->activateShaders();
runShader->setModelViewProjectionMatrix(getProjectionMatrix() * trans);
runShader->setTextureSize({shaderWidth, shaderHeight});
GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices));
runShader->deactivateShaders();
}
}
}
#endif
}
void setProjection(const glm::mat4& projection)
{
GL_CHECK_ERROR(glMatrixMode(GL_PROJECTION));
GL_CHECK_ERROR(glLoadMatrixf(reinterpret_cast<const GLfloat*>(&projection)));
}
void setMatrix(const glm::mat4& matrix)
{
glm::mat4 newMatrix{matrix};
newMatrix[3] = glm::round(newMatrix[3]);
GL_CHECK_ERROR(glMatrixMode(GL_MODELVIEW));
GL_CHECK_ERROR(glLoadMatrixf(reinterpret_cast<const GLfloat*>(&newMatrix)));
}
void setViewport(const Rect& viewport)
{
// glViewport starts at the bottom left of the window.
GL_CHECK_ERROR(glViewport(viewport.x, 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, 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));
}
void shaderPostprocessing(unsigned int shaders,
const Renderer::shaderParameters& parameters,
unsigned char* textureRGBA)
{
Vertex vertices[4];
std::vector<unsigned int> shaderList;
GLuint width = getScreenWidth();
GLuint height = getScreenHeight();
float widthf = static_cast<float>(width);
float heightf = static_cast<float>(height);
// Set vertex positions and texture coordinates to full screen as all
// postprocessing is applied to the complete screen area.
// clang-format off
vertices[0] = { { 0.0f , 0.0f }, { 0.0f, 1.0f }, 0 };
vertices[1] = { { 0.0f , heightf }, { 0.0f, 0.0f }, 0 };
vertices[2] = { { widthf, 0.0f }, { 1.0f, 1.0f }, 0 };
vertices[3] = { { widthf, heightf }, { 1.0f, 0.0f }, 0 };
// clang-format on
if (shaders & Renderer::SHADER_DESATURATE)
shaderList.push_back(Renderer::SHADER_DESATURATE);
if (shaders & Renderer::SHADER_OPACITY)
shaderList.push_back(Renderer::SHADER_OPACITY);
if (shaders & Renderer::SHADER_DIM)
shaderList.push_back(Renderer::SHADER_DIM);
if (shaders & Renderer::SHADER_BLUR_HORIZONTAL)
shaderList.push_back(Renderer::SHADER_BLUR_HORIZONTAL);
if (shaders & Renderer::SHADER_BLUR_VERTICAL)
shaderList.push_back(Renderer::SHADER_BLUR_VERTICAL);
if (shaders & Renderer::SHADER_SCANLINES)
shaderList.push_back(Renderer::SHADER_SCANLINES);
if (parameters.fragmentSaturation < 1.0)
vertices[0].saturation = parameters.fragmentSaturation;
setMatrix(getIdentity());
GLuint screenTexture =
createTexture(Texture::RGBA, false, false, false, width, height, nullptr);
GL_CHECK_ERROR(glBindFramebuffer(GL_READ_FRAMEBUFFER, 0));
for (size_t i = 0; i < shaderList.size(); i++) {
vertices[0].shaders = shaderList[i];
int shaderPasses = 1;
// For the blur shaders there is an optional variable to set the number of passes
// to execute, which proportionally affects the blur amount.
if (shaderList[i] == Renderer::SHADER_BLUR_HORIZONTAL ||
shaderList[i] == Renderer::SHADER_BLUR_VERTICAL) {
shaderPasses = parameters.blurPasses;
}
for (int p = 0; p < shaderPasses; p++) {
GL_CHECK_ERROR(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, shaderFBO));
// Attach the texture to the shader framebuffer.
GL_CHECK_ERROR(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, screenTexture, 0));
// Blit the screen contents to screenTexture.
GL_CHECK_ERROR(glBlitFramebuffer(0, 0, width, height, 0, 0, width, height,
GL_COLOR_BUFFER_BIT, GL_NEAREST));
// Apply/render the shaders.
drawTriangleStrips(vertices, 4, getIdentity(), Blend::SRC_ALPHA,
Blend::ONE_MINUS_SRC_ALPHA, parameters);
// If textureRGBA has an address, it means that the output should go to this
// texture rather than to the screen. The glReadPixels() function is slow, but
// since this will typically only run every now and then to create a cached
// screen texture, it doesn't really matter.
if (textureRGBA) {
GL_CHECK_ERROR(glBindFramebuffer(GL_READ_FRAMEBUFFER, shaderFBO));
GL_CHECK_ERROR(
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, textureRGBA));
GL_CHECK_ERROR(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0));
}
else {
// Blit the resulting postprocessed texture back to the primary framebuffer.
GL_CHECK_ERROR(glBindFramebuffer(GL_READ_FRAMEBUFFER, shaderFBO));
GL_CHECK_ERROR(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0));
GL_CHECK_ERROR(glBlitFramebuffer(0, 0, width, height, 0, 0, width, height,
GL_COLOR_BUFFER_BIT, GL_NEAREST));
}
}
}
GL_CHECK_ERROR(glBindFramebuffer(GL_READ_FRAMEBUFFER, 0));
destroyTexture(screenTexture);
}
} // namespace Renderer
#endif // USE_OPENGL_21