diff --git a/gfx/gles.c b/gfx/gles.c
new file mode 100644
index 0000000000..935f412927
--- /dev/null
+++ b/gfx/gles.c
@@ -0,0 +1,1290 @@
+/* RetroArch - A frontend for libretro.
+ * Copyright (C) 2010-2012 - Hans-Kristian Arntzen
+ *
+ * RetroArch is free software: you can redistribute it and/or modify it under the terms
+ * of the GNU General Public License as published by the Free Software Found-
+ * ation, either version 3 of the License, or (at your option) any later version.
+ *
+ * RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
+ * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
+ * PURPOSE. See the GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License along with RetroArch.
+ * If not, see .
+ */
+
+#include "../driver.h"
+
+#include
+#include "../libretro.h"
+#include
+#include
+#include "../general.h"
+#include
+
+#ifdef HAVE_CONFIG_H
+#include "config.h"
+#endif
+
+#include "gl_common.h"
+#include "gl_font.h"
+#include "gfx_common.h"
+#include "gfx_context.h"
+#include "../compat/strl.h"
+
+#ifdef HAVE_SDL
+#define NO_SDL_GLEXT
+#include "context/sdl_ctx.h"
+#include "../input/rarch_sdl_input.h"
+#endif
+
+#ifdef HAVE_CG
+#include "shader_cg.h"
+#endif
+
+#ifdef HAVE_XML
+#include "shader_glsl.h"
+#endif
+
+extern const GLfloat vertexes_flipped[];
+extern const GLfloat white_color[];
+
+// Used for the last pass when rendering to the back buffer.
+const GLfloat vertexes_flipped[] = {
+ 0, 0,
+ 0, 1,
+ 1, 1,
+ 1, 0
+};
+
+// Used when rendering to an FBO.
+// Texture coords have to be aligned with vertex coordinates.
+static const GLfloat vertexes[] = {
+ 0, 1,
+ 0, 0,
+ 1, 0,
+ 1, 1
+};
+
+static const GLfloat tex_coords[] = {
+ 0, 1,
+ 0, 0,
+ 1, 0,
+ 1, 1
+};
+
+const GLfloat white_color[] = {
+ 1, 1, 1, 1,
+ 1, 1, 1, 1,
+ 1, 1, 1, 1,
+ 1, 1, 1, 1,
+};
+
+const GLfloat *vertex_ptr = vertexes_flipped;
+const GLfloat *default_vertex_ptr = vertexes_flipped;
+
+#ifdef HAVE_SDL
+#define LOAD_SYM(sym) if (!p##sym) { SDL_SYM_WRAP(p##sym, #sym) }
+#endif
+
+#ifdef HAVE_FBO
+#if defined(_WIN32) && !defined(RARCH_CONSOLE)
+static PFNGLGENFRAMEBUFFERSPROC pglGenFramebuffers = NULL;
+static PFNGLBINDFRAMEBUFFERPROC pglBindFramebuffer = NULL;
+static PFNGLFRAMEBUFFERTEXTURE2DPROC pglFramebufferTexture2D = NULL;
+static PFNGLCHECKFRAMEBUFFERSTATUSPROC pglCheckFramebufferStatus = NULL;
+static PFNGLDELETEFRAMEBUFFERSPROC pglDeleteFramebuffers = NULL;
+
+static bool load_fbo_proc(void)
+{
+ LOAD_SYM(glGenFramebuffers);
+ LOAD_SYM(glBindFramebuffer);
+ LOAD_SYM(glFramebufferTexture2D);
+ LOAD_SYM(glCheckFramebufferStatus);
+ LOAD_SYM(glDeleteFramebuffers);
+
+ return pglGenFramebuffers && pglBindFramebuffer && pglFramebufferTexture2D &&
+ pglCheckFramebufferStatus && pglDeleteFramebuffers;
+}
+#elif defined(HAVE_OPENGLES)
+#define pglGenFramebuffers glGenFramebuffersOES
+#define pglBindFramebuffer glBindFramebufferOES
+#define pglFramebufferTexture2D glFramebufferTexture2DOES
+#define pglCheckFramebufferStatus glCheckFramebufferStatusOES
+#define pglDeleteFramebuffers glDeleteFramebuffersOES
+#define GL_FRAMEBUFFER GL_FRAMEBUFFER_OES
+#define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
+#define GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_OES
+#define glOrtho glOrthof
+static bool load_fbo_proc(void) { return true; }
+#else
+#define pglGenFramebuffers glGenFramebuffers
+#define pglBindFramebuffer glBindFramebuffer
+#define pglFramebufferTexture2D glFramebufferTexture2D
+#define pglCheckFramebufferStatus glCheckFramebufferStatus
+#define pglDeleteFramebuffers glDeleteFramebuffers
+static bool load_fbo_proc(void) { return true; }
+#endif
+#endif
+
+#if (defined(HAVE_XML) || defined(HAVE_CG)) && defined(_WIN32)
+PFNGLCLIENTACTIVETEXTUREPROC pglClientActiveTexture = NULL;
+PFNGLACTIVETEXTUREPROC pglActiveTexture = NULL;
+static inline bool load_gl_proc(void)
+{
+ LOAD_SYM(glClientActiveTexture);
+ LOAD_SYM(glActiveTexture);
+ return pglClientActiveTexture && pglActiveTexture;
+}
+#else
+static inline bool load_gl_proc(void) { return true; }
+#endif
+
+////////////////// Shaders
+static bool gl_shader_init(void)
+{
+ switch (g_settings.video.shader_type)
+ {
+ case RARCH_SHADER_AUTO:
+ {
+ if (*g_settings.video.cg_shader_path && *g_settings.video.bsnes_shader_path)
+ RARCH_WARN("Both Cg and bSNES XML shader are defined in config file. Cg shader will be selected by default.\n");
+
+#ifdef HAVE_CG
+ if (*g_settings.video.cg_shader_path)
+ return gl_cg_init(g_settings.video.cg_shader_path);
+#endif
+
+#ifdef HAVE_XML
+ if (*g_settings.video.bsnes_shader_path)
+ return gl_glsl_init(g_settings.video.bsnes_shader_path);
+#endif
+ break;
+ }
+
+#ifdef HAVE_CG
+ case RARCH_SHADER_CG:
+ return gl_cg_init(g_settings.video.cg_shader_path);
+#endif
+
+#ifdef HAVE_XML
+ case RARCH_SHADER_BSNES:
+ return gl_glsl_init(g_settings.video.bsnes_shader_path);
+#endif
+
+ default:
+ break;
+ }
+
+ return true;
+}
+
+void gl_shader_use(unsigned index)
+{
+#ifdef HAVE_CG
+ gl_cg_use(index);
+#endif
+
+#ifdef HAVE_XML
+ gl_glsl_use(index);
+#endif
+}
+
+static inline void gl_shader_deinit(void)
+{
+#ifdef HAVE_CG
+ gl_cg_deinit();
+#endif
+
+#ifdef HAVE_XML
+ gl_glsl_deinit();
+#endif
+}
+
+static inline void gl_shader_set_proj_matrix(void)
+{
+#ifdef HAVE_CG
+ gl_cg_set_proj_matrix();
+#endif
+
+#ifdef HAVE_XML
+ gl_glsl_set_proj_matrix();
+#endif
+}
+
+static inline void gl_shader_set_params(unsigned width, unsigned height,
+ unsigned tex_width, unsigned tex_height,
+ unsigned out_width, unsigned out_height,
+ unsigned frame_count,
+ const struct gl_tex_info *info,
+ const struct gl_tex_info *prev_info,
+ const struct gl_tex_info *fbo_info, unsigned fbo_info_cnt)
+{
+#ifdef HAVE_CG
+ gl_cg_set_params(width, height,
+ tex_width, tex_height,
+ out_width, out_height,
+ frame_count, info, prev_info, fbo_info, fbo_info_cnt);
+#endif
+
+#ifdef HAVE_XML
+ gl_glsl_set_params(width, height,
+ tex_width, tex_height,
+ out_width, out_height,
+ frame_count, info, prev_info, fbo_info, fbo_info_cnt);
+#endif
+}
+
+static unsigned gl_shader_num(void)
+{
+#ifdef HAVE_CG
+ unsigned cg_num = gl_cg_num();
+ if (cg_num)
+ return cg_num;
+#endif
+
+#ifdef HAVE_XML
+ unsigned glsl_num = gl_glsl_num();
+ if (glsl_num)
+ return glsl_num;
+#endif
+
+ return 0;
+}
+
+static bool gl_shader_filter_type(unsigned index, bool *smooth)
+{
+ bool valid = false;
+
+#ifdef HAVE_CG
+ if (!valid)
+ valid = gl_cg_filter_type(index, smooth);
+#endif
+
+#ifdef HAVE_XML
+ if (!valid)
+ valid = gl_glsl_filter_type(index, smooth);
+#endif
+
+ return valid;
+}
+
+#ifdef HAVE_FBO
+static void gl_shader_scale(unsigned index, struct gl_fbo_scale *scale)
+{
+ scale->valid = false;
+
+#ifdef HAVE_CG
+ if (!scale->valid)
+ gl_cg_shader_scale(index, scale);
+#endif
+
+#ifdef HAVE_XML
+ if (!scale->valid)
+ gl_glsl_shader_scale(index, scale);
+#endif
+}
+#endif
+///////////////////
+
+
+#ifdef HAVE_FBO
+static void gl_compute_fbo_geometry(gl_t *gl, unsigned width, unsigned height,
+ unsigned vp_width, unsigned vp_height);
+
+static void gl_create_fbo_textures(gl_t *gl)
+{
+ glGenTextures(gl->fbo_pass, gl->fbo_texture);
+
+ GLuint base_filt = g_settings.video.second_pass_smooth ? GL_LINEAR : GL_NEAREST;
+ for (int i = 0; i < gl->fbo_pass; i++)
+ {
+ glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
+
+ GLuint filter_type = base_filt;
+ bool smooth = false;
+ if (gl_shader_filter_type(i + 2, &smooth))
+ filter_type = smooth ? GL_LINEAR : GL_NEAREST;
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_type);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_type);
+
+ glTexImage2D(GL_TEXTURE_2D,
+ 0, RARCH_GL_INTERNAL_FORMAT, gl->fbo_rect[i].width, gl->fbo_rect[i].height,
+ 0, RARCH_GL_TEXTURE_TYPE,
+ RARCH_GL_FORMAT32, NULL);
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+static bool gl_create_fbo_targets(gl_t *gl)
+{
+ pglGenFramebuffers(gl->fbo_pass, gl->fbo);
+ for (int i = 0; i < gl->fbo_pass; i++)
+ {
+ pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
+ pglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
+
+ GLenum status = pglCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE)
+ goto error;
+ }
+
+ return true;
+
+error:
+ pglDeleteFramebuffers(gl->fbo_pass, gl->fbo);
+ RARCH_ERR("Failed to set up frame buffer objects. Multi-pass shading will not work.\n");
+ return false;
+}
+
+void gl_deinit_fbo(gl_t *gl)
+{
+ if (gl->fbo_inited)
+ {
+ glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
+ pglDeleteFramebuffers(gl->fbo_pass, gl->fbo);
+ memset(gl->fbo_texture, 0, sizeof(gl->fbo_texture));
+ memset(gl->fbo, 0, sizeof(gl->fbo));
+ gl->fbo_inited = false;
+ gl->render_to_tex = false;
+ gl->fbo_pass = 0;
+ }
+}
+
+void gl_init_fbo(gl_t *gl, unsigned width, unsigned height)
+{
+ // No need to use FBOs.
+ if (!g_settings.video.render_to_texture && gl_shader_num() == 0)
+ return;
+
+ struct gl_fbo_scale scale, scale_last;
+ gl_shader_scale(1, &scale);
+ gl_shader_scale(gl_shader_num(), &scale_last);
+
+ // No need to use FBOs.
+ if (gl_shader_num() == 1 && !scale.valid && !g_settings.video.render_to_texture)
+ return;
+
+ if (!load_fbo_proc())
+ {
+ RARCH_ERR("Failed to locate FBO functions. Won't be able to use render-to-texture.\n");
+ return;
+ }
+
+ gl->fbo_pass = gl_shader_num() - 1;
+ if (scale_last.valid)
+ gl->fbo_pass++;
+
+ if (gl->fbo_pass <= 0)
+ gl->fbo_pass = 1;
+
+ if (!scale.valid)
+ {
+ scale.scale_x = g_settings.video.fbo_scale_x;
+ scale.scale_y = g_settings.video.fbo_scale_y;
+ scale.type_x = scale.type_y = RARCH_SCALE_INPUT;
+ scale.valid = true;
+ }
+
+ gl->fbo_scale[0] = scale;
+
+ for (int i = 1; i < gl->fbo_pass; i++)
+ {
+ gl_shader_scale(i + 1, &gl->fbo_scale[i]);
+
+ if (!gl->fbo_scale[i].valid)
+ {
+ gl->fbo_scale[i].scale_x = gl->fbo_scale[i].scale_y = 1.0f;
+ gl->fbo_scale[i].type_x = gl->fbo_scale[i].type_y = RARCH_SCALE_INPUT;
+ gl->fbo_scale[i].valid = true;
+ }
+ }
+
+ gl_compute_fbo_geometry(gl, width, height, gl->win_width, gl->win_height);
+
+ for (int i = 0; i < gl->fbo_pass; i++)
+ {
+ gl->fbo_rect[i].width = next_pow2(gl->fbo_rect[i].img_width);
+ gl->fbo_rect[i].height = next_pow2(gl->fbo_rect[i].img_height);
+ RARCH_LOG("Creating FBO %d @ %ux%u\n", i, gl->fbo_rect[i].width, gl->fbo_rect[i].height);
+ }
+
+ gl_create_fbo_textures(gl);
+ if (!gl_create_fbo_targets(gl))
+ {
+ glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
+ return;
+ }
+
+ gl->fbo_inited = true;
+}
+#endif
+
+////////////
+
+void gl_set_projection(gl_t *gl, struct gl_ortho *ortho, bool allow_rotate)
+{
+#ifdef RARCH_CONSOLE
+ if (g_console.overscan_enable)
+ {
+ ortho->left = -g_console.overscan_amount / 2;
+ ortho->right = 1 + g_console.overscan_amount / 2;
+ ortho->bottom = -g_console.overscan_amount / 2;
+ }
+#endif
+
+ gfx_ctx_set_projection(gl, ortho, allow_rotate);
+ gl_shader_set_proj_matrix();
+}
+
+void gl_set_viewport(gl_t *gl, unsigned width, unsigned height, bool force_full, bool allow_rotate)
+{
+ unsigned x = 0, y = 0;
+ struct gl_ortho ortho = {0, 1, 0, 1, -1, 1};
+
+ if (gl->keep_aspect && !force_full)
+ {
+ float desired_aspect = g_settings.video.aspect_ratio;
+ float device_aspect = (float)width / height;
+ float delta;
+
+#ifdef RARCH_CONSOLE
+ if (g_console.aspect_ratio_index == ASPECT_RATIO_CUSTOM)
+ {
+ x = g_console.viewports.custom_vp.x;
+ y = g_console.viewports.custom_vp.y;
+ width = g_console.viewports.custom_vp.width;
+ height = g_console.viewports.custom_vp.height;
+ }
+ else
+#endif
+ {
+ if (fabs(device_aspect - desired_aspect) < 0.0001)
+ {
+ // If the aspect ratios of screen and desired aspect ratio are sufficiently equal (floating point stuff),
+ // assume they are actually equal.
+ }
+ else if (device_aspect > desired_aspect)
+ {
+ delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5;
+ x = (unsigned)(width * (0.5 - delta));
+ width = (unsigned)(2.0 * width * delta);
+ }
+ else
+ {
+ delta = (device_aspect / desired_aspect - 1.0) / 2.0 + 0.5;
+ y = (unsigned)(height * (0.5 - delta));
+ height = (unsigned)(2.0 * height * delta);
+ }
+ }
+ }
+
+ glViewport(x, y, width, height);
+
+ gl_set_projection(gl, &ortho, allow_rotate);
+
+ gl->vp_width = width;
+ gl->vp_height = height;
+
+ // Set last backbuffer viewport.
+ if (!force_full)
+ {
+ gl->vp_out_width = width;
+ gl->vp_out_height = height;
+ }
+
+ //RARCH_LOG("Setting viewport @ %ux%u\n", width, height);
+}
+
+static void gl_set_rotation(void *data, unsigned rotation)
+{
+ struct gl_ortho ortho = {0, 1, 0, 1, -1, 1};
+
+ gl_t *gl = (gl_t*)driver.video_data;
+ gl->rotation = 90 * rotation;
+ gl_set_projection(gl, &ortho, true);
+}
+
+static inline void set_lut_texture_coords(const GLfloat *coords)
+{
+#if defined(HAVE_XML) || defined(HAVE_CG)
+ // For texture images.
+ pglClientActiveTexture(GL_TEXTURE1);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glTexCoordPointer(2, GL_FLOAT, 0, coords);
+ pglClientActiveTexture(GL_TEXTURE0);
+#else
+ (void)coords;
+#endif
+}
+
+static inline void set_texture_coords(GLfloat *coords, GLfloat xamt, GLfloat yamt)
+{
+ coords[1] = yamt;
+ coords[4] = xamt;
+ coords[6] = xamt;
+ coords[7] = yamt;
+}
+
+#ifdef HAVE_FBO
+static void gl_compute_fbo_geometry(gl_t *gl, unsigned width, unsigned height,
+ unsigned vp_width, unsigned vp_height)
+{
+ unsigned last_width = width;
+ unsigned last_height = height;
+ unsigned last_max_width = gl->tex_w;
+ unsigned last_max_height = gl->tex_h;
+ // Calculate viewports for FBOs.
+ for (int i = 0; i < gl->fbo_pass; i++)
+ {
+ switch (gl->fbo_scale[i].type_x)
+ {
+ case RARCH_SCALE_INPUT:
+ gl->fbo_rect[i].img_width = last_width * gl->fbo_scale[i].scale_x;
+ gl->fbo_rect[i].max_img_width = last_max_width * gl->fbo_scale[i].scale_x;
+ break;
+
+ case RARCH_SCALE_ABSOLUTE:
+ gl->fbo_rect[i].img_width = gl->fbo_rect[i].max_img_width = gl->fbo_scale[i].abs_x;
+ break;
+
+ case RARCH_SCALE_VIEWPORT:
+ gl->fbo_rect[i].img_width = gl->fbo_rect[i].max_img_width = gl->fbo_scale[i].scale_x * vp_width;
+ break;
+
+ default:
+ break;
+ }
+
+ switch (gl->fbo_scale[i].type_y)
+ {
+ case RARCH_SCALE_INPUT:
+ gl->fbo_rect[i].img_height = last_height * gl->fbo_scale[i].scale_y;
+ gl->fbo_rect[i].max_img_height = last_max_height * gl->fbo_scale[i].scale_y;
+ break;
+
+ case RARCH_SCALE_ABSOLUTE:
+ gl->fbo_rect[i].img_height = gl->fbo_rect[i].max_img_height = gl->fbo_scale[i].abs_y;
+ break;
+
+ case RARCH_SCALE_VIEWPORT:
+ gl->fbo_rect[i].img_height = gl->fbo_rect[i].max_img_height = gl->fbo_scale[i].scale_y * vp_height;
+ break;
+
+ default:
+ break;
+ }
+
+ last_width = gl->fbo_rect[i].img_width;
+ last_height = gl->fbo_rect[i].img_height;
+ last_max_width = gl->fbo_rect[i].max_img_width;
+ last_max_height = gl->fbo_rect[i].max_img_height;
+ }
+}
+
+static inline void gl_start_frame_fbo(gl_t *gl)
+{
+ glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
+ pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[0]);
+ gl->render_to_tex = true;
+ gl_set_viewport(gl, gl->fbo_rect[0].img_width, gl->fbo_rect[0].img_height, true, false);
+
+ // Need to preserve the "flipped" state when in FBO as well to have
+ // consistent texture coordinates.
+ // We will "flip" it in place on last pass.
+ if (gl->render_to_tex)
+ glVertexPointer(2, GL_FLOAT, 0, vertexes);
+}
+
+static void gl_check_fbo_dimensions(gl_t *gl)
+{
+ // Check if we have to recreate our FBO textures.
+ for (int i = 0; i < gl->fbo_pass; i++)
+ {
+ // Check proactively since we might suddently get sizes of tex_w width or tex_h height.
+ if (gl->fbo_rect[i].max_img_width > gl->fbo_rect[i].width ||
+ gl->fbo_rect[i].max_img_height > gl->fbo_rect[i].height)
+ {
+ unsigned img_width = gl->fbo_rect[i].max_img_width;
+ unsigned img_height = gl->fbo_rect[i].max_img_height;
+ unsigned max = img_width > img_height ? img_width : img_height;
+ unsigned pow2_size = next_pow2(max);
+ gl->fbo_rect[i].width = gl->fbo_rect[i].height = pow2_size;
+
+ pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
+ glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i]);
+ glTexImage2D(GL_TEXTURE_2D,
+ 0, RARCH_GL_INTERNAL_FORMAT, gl->fbo_rect[i].width, gl->fbo_rect[i].height,
+ 0, RARCH_GL_TEXTURE_TYPE,
+ RARCH_GL_FORMAT32, NULL);
+
+ pglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
+
+ GLenum status = pglCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE)
+ RARCH_WARN("Failed to reinit FBO texture.\n");
+
+ RARCH_LOG("Recreating FBO texture #%d: %ux%u\n", i, gl->fbo_rect[i].width, gl->fbo_rect[i].height);
+ }
+ }
+}
+
+static void gl_frame_fbo(gl_t *gl, const struct gl_tex_info *tex_info)
+{
+ GLfloat fbo_tex_coords[8] = {0.0f};
+
+ // Render the rest of our passes.
+ glTexCoordPointer(2, GL_FLOAT, 0, fbo_tex_coords);
+
+ // It's kinda handy ... :)
+ const struct gl_fbo_rect *prev_rect;
+ const struct gl_fbo_rect *rect;
+ struct gl_tex_info *fbo_info;
+
+ struct gl_tex_info fbo_tex_info[MAX_SHADERS];
+ unsigned fbo_tex_info_cnt = 0;
+
+ // Calculate viewports, texture coordinates etc, and render all passes from FBOs, to another FBO.
+ for (int i = 1; i < gl->fbo_pass; i++)
+ {
+ prev_rect = &gl->fbo_rect[i - 1];
+ rect = &gl->fbo_rect[i];
+ fbo_info = &fbo_tex_info[i - 1];
+
+ GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
+ GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
+
+ set_texture_coords(fbo_tex_coords, xamt, yamt);
+
+ fbo_info->tex = gl->fbo_texture[i - 1];
+ fbo_info->input_size[0] = prev_rect->img_width;
+ fbo_info->input_size[1] = prev_rect->img_height;
+ fbo_info->tex_size[0] = prev_rect->width;
+ fbo_info->tex_size[1] = prev_rect->height;
+ memcpy(fbo_info->coord, fbo_tex_coords, sizeof(fbo_tex_coords));
+
+ pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
+ gl_shader_use(i + 1);
+ glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i - 1]);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ // Render to FBO with certain size.
+ gl_set_viewport(gl, rect->img_width, rect->img_height, true, false);
+ gl_shader_set_params(prev_rect->img_width, prev_rect->img_height,
+ prev_rect->width, prev_rect->height,
+ gl->vp_width, gl->vp_height, gl->frame_count,
+ tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
+
+ glDrawArrays(GL_QUADS, 0, 4);
+
+ fbo_tex_info_cnt++;
+ }
+
+ // Render our last FBO texture directly to screen.
+ prev_rect = &gl->fbo_rect[gl->fbo_pass - 1];
+ GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
+ GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
+
+ set_texture_coords(fbo_tex_coords, xamt, yamt);
+
+ // Render our FBO texture to back buffer.
+ pglBindFramebuffer(GL_FRAMEBUFFER, 0);
+ gl_shader_use(gl->fbo_pass + 1);
+
+ glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+ gl->render_to_tex = false;
+ gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
+ gl_shader_set_params(prev_rect->img_width, prev_rect->img_height,
+ prev_rect->width, prev_rect->height,
+ gl->vp_width, gl->vp_height, gl->frame_count,
+ tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
+
+ glVertexPointer(2, GL_FLOAT, 0, vertex_ptr);
+ glDrawArrays(GL_QUADS, 0, 4);
+
+ glTexCoordPointer(2, GL_FLOAT, 0, gl->tex_coords);
+}
+#endif
+
+static void gl_update_resize(gl_t *gl)
+{
+#ifdef HAVE_FBO
+ if (!gl->render_to_tex)
+ gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
+ else
+ {
+ gl_check_fbo_dimensions(gl);
+
+ // Go back to what we're supposed to do, render to FBO #0 :D
+ gl_start_frame_fbo(gl);
+ }
+#else
+ gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
+#endif
+}
+
+static void gl_update_input_size(gl_t *gl, unsigned width, unsigned height, unsigned pitch)
+{
+ // Res change. Need to clear out texture.
+ if ((width != gl->last_width[gl->tex_index] || height != gl->last_height[gl->tex_index]) && gl->empty_buf)
+ {
+ gl->last_width[gl->tex_index] = width;
+ gl->last_height[gl->tex_index] = height;
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(pitch));
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, gl->tex_w);
+
+ glTexSubImage2D(GL_TEXTURE_2D,
+ 0, 0, 0, gl->tex_w, gl->tex_h, gl->texture_type,
+ gl->texture_fmt, gl->empty_buf);
+
+ GLfloat xamt = (GLfloat)width / gl->tex_w;
+ GLfloat yamt = (GLfloat)height / gl->tex_h;
+
+ set_texture_coords(gl->tex_coords, xamt, yamt);
+ }
+ // We might have used different texture coordinates last frame. Edge case if resolution changes very rapidly.
+ else if (width != gl->last_width[(gl->tex_index - 1) & TEXTURES_MASK] ||
+ height != gl->last_height[(gl->tex_index - 1) & TEXTURES_MASK])
+ {
+ GLfloat xamt = (GLfloat)width / gl->tex_w;
+ GLfloat yamt = (GLfloat)height / gl->tex_h;
+ set_texture_coords(gl->tex_coords, xamt, yamt);
+ }
+}
+
+static inline void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, unsigned height, unsigned pitch)
+{
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / gl->base_size);
+ glTexSubImage2D(GL_TEXTURE_2D,
+ 0, 0, 0, width, height, gl->texture_type,
+ gl->texture_fmt, frame);
+}
+
+static void gl_init_textures(gl_t *gl)
+{
+ glGenTextures(TEXTURES, gl->texture);
+ for (unsigned i = 0; i < TEXTURES; i++)
+ {
+ glBindTexture(GL_TEXTURE_2D, gl->texture[i]);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_filter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_filter);
+
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, gl->tex_w);
+ glTexImage2D(GL_TEXTURE_2D,
+ 0, RARCH_GL_INTERNAL_FORMAT, gl->tex_w, gl->tex_h, 0, gl->texture_type,
+ gl->texture_fmt, gl->empty_buf ? gl->empty_buf : NULL);
+ }
+ glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
+}
+
+static inline void gl_next_texture_index(gl_t *gl, const struct gl_tex_info *tex_info)
+{
+ memmove(gl->prev_info + 1, gl->prev_info, sizeof(*tex_info) * (TEXTURES - 1));
+ memcpy(&gl->prev_info[0], tex_info, sizeof(*tex_info));
+ gl->tex_index = (gl->tex_index + 1) & TEXTURES_MASK;
+}
+
+#ifdef HAVE_CG_MENU
+static void gl_render_menu(gl_t *gl)
+{
+ gl_shader_use(RARCH_CG_MENU_SHADER_INDEX);
+
+ gl_shader_set_params(gl->win_width, gl->win_height, gl->win_width,
+ gl->win_height, gl->win_width, gl->win_height, gl->frame_count,
+ NULL, NULL, NULL, 0);
+
+ gl_set_viewport(gl, gl->win_width, gl->win_height, true, false);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, gl->menu_texture_id);
+
+ glVertexPointer(2, GL_FLOAT, 0, default_vertex_ptr);
+ glDrawArrays(GL_QUADS, 0, 4);
+ glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
+}
+#endif
+
+static bool gl_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg)
+{
+ gl_t *gl = (gl_t*)data;
+
+ gl_shader_use(1);
+ gl->frame_count++;
+
+ glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
+
+#ifdef HAVE_FBO
+ // Render to texture in first pass.
+ if (gl->fbo_inited)
+ {
+ // Recompute FBO geometry.
+ // When width/height changes or window sizes change, we have to recalcuate geometry of our FBO.
+ gl_compute_fbo_geometry(gl, width, height, gl->vp_out_width, gl->vp_out_height);
+ gl_start_frame_fbo(gl);
+ }
+#endif
+
+ if (gl->should_resize)
+ {
+ gl->should_resize = false;
+ gfx_ctx_set_resize(gl->win_width, gl->win_height);
+
+ // On resize, we might have to recreate our FBOs due to "Viewport" scale, and set a new viewport.
+ gl_update_resize(gl);
+ }
+
+ if (frame) // Can be NULL for frame dupe / NULL render.
+ {
+ gl_update_input_size(gl, width, height, pitch);
+ gl_copy_frame(gl, frame, width, height, pitch);
+ }
+
+ struct gl_tex_info tex_info = {0};
+ tex_info.tex = gl->texture[gl->tex_index];
+ tex_info.input_size[0] = width;
+ tex_info.input_size[1] = height;
+ tex_info.tex_size[0] = gl->tex_w;
+ tex_info.tex_size[1] = gl->tex_h;
+
+ memcpy(tex_info.coord, gl->tex_coords, sizeof(gl->tex_coords));
+
+ glClear(GL_COLOR_BUFFER_BIT);
+ gl_shader_set_params(width, height,
+ gl->tex_w, gl->tex_h,
+ gl->vp_width, gl->vp_height,
+ gl->frame_count,
+ &tex_info, gl->prev_info, NULL, 0);
+
+ glDrawArrays(GL_QUADS, 0, 4);
+
+#ifdef HAVE_FBO
+ if (gl->fbo_inited)
+ gl_frame_fbo(gl, &tex_info);
+#endif
+
+ gl_next_texture_index(gl, &tex_info);
+
+ if (msg)
+ {
+ gl_render_msg(gl, msg);
+ gl_render_msg_post(gl);
+ }
+
+#ifndef RARCH_CONSOLE
+ gfx_ctx_update_window_title(false);
+#endif
+
+#ifdef RARCH_CONSOLE
+ if (!gl->block_swap)
+#endif
+ gfx_ctx_swap_buffers();
+
+#ifdef HAVE_CG_MENU
+ if (gl->menu_render)
+ gl_render_menu(gl);
+#endif
+
+ return true;
+}
+
+static void gl_free(void *data)
+{
+#ifdef RARCH_CONSOLE
+ if (driver.video_data)
+ return;
+#endif
+
+ gl_t *gl = (gl_t*)data;
+
+ gl_deinit_font(gl);
+ gl_shader_deinit();
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_COLOR_ARRAY);
+ glDeleteTextures(TEXTURES, gl->texture);
+
+#ifdef HAVE_FBO
+ gl_deinit_fbo(gl);
+#endif
+
+ gfx_ctx_destroy();
+
+ if (gl->empty_buf)
+ free(gl->empty_buf);
+
+ free(gl);
+}
+
+static void gl_set_nonblock_state(void *data, bool state)
+{
+ gl_t *gl = (gl_t*)data;
+ if (gl->vsync)
+ {
+ RARCH_LOG("GL VSync => %s\n", state ? "off" : "on");
+ gfx_ctx_set_swap_interval(state ? 0 : 1, true);
+ }
+}
+
+static void *gl_init(const video_info_t *video, const input_driver_t **input, void **input_data)
+{
+#ifdef _WIN32
+ gfx_set_dwm();
+#endif
+
+#ifdef RARCH_CONSOLE
+ if (driver.video_data)
+ return driver.video_data;
+#endif
+
+ gl_t *gl = (gl_t*)calloc(1, sizeof(gl_t));
+ if (!gl)
+ return NULL;
+
+ if (!gfx_ctx_init())
+ {
+ free(gl);
+ return NULL;
+ }
+
+ unsigned full_x = 0, full_y = 0;
+ gfx_ctx_get_video_size(&full_x, &full_y);
+ RARCH_LOG("Detecting resolution %ux%u.\n", full_x, full_y);
+
+ gfx_ctx_set_swap_interval(video->vsync ? 1 : 0, false);
+
+ unsigned win_width = video->width;
+ unsigned win_height = video->height;
+ if (video->fullscreen && (win_width == 0) && (win_height == 0))
+ {
+ win_width = full_x;
+ win_height = full_y;
+ }
+
+ if (!gfx_ctx_set_video_mode(win_width, win_height,
+ g_settings.video.force_16bit ? 15 : 0, video->fullscreen))
+ {
+ free(gl);
+ return NULL;
+ }
+
+#ifndef RARCH_CONSOLE
+ gfx_ctx_update_window_title(true);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+#endif
+
+#if (defined(HAVE_XML) || defined(HAVE_CG)) && defined(_WIN32)
+ // Win32 GL lib doesn't have some functions needed for XML shaders.
+ // Need to load dynamically :(
+ if (!load_gl_proc())
+ {
+ gfx_ctx_destroy();
+ free(gl);
+ return NULL;
+ }
+#endif
+
+ gl->vsync = video->vsync;
+ gl->fullscreen = video->fullscreen;
+
+ gl->full_x = full_x;
+ gl->full_y = full_y;
+ gl->win_width = win_width;
+ gl->win_height = win_height;
+
+ RARCH_LOG("GL: Using resolution %ux%u\n", gl->win_width, gl->win_height);
+
+#ifdef HAVE_CG_MENU
+ RARCH_LOG("Initializing menu shader ...\n");
+ gl_cg_set_menu_shader(DEFAULT_MENU_SHADER_FILE);
+#endif
+
+ if (!gl_shader_init())
+ {
+ RARCH_ERR("Shader init failed.\n");
+ gfx_ctx_destroy();
+ free(gl);
+ return NULL;
+ }
+
+ RARCH_LOG("GL: Loaded %u program(s).\n", gl_shader_num());
+
+#ifdef HAVE_FBO
+ // Set up render to texture.
+ gl_init_fbo(gl, RARCH_SCALE_BASE * video->input_scale,
+ RARCH_SCALE_BASE * video->input_scale);
+#endif
+
+ gl->keep_aspect = video->force_aspect;
+
+ // Apparently need to set viewport for passes when we aren't using FBOs.
+ gl_shader_use(0);
+ gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
+ gl_shader_use(1);
+ gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
+
+ bool force_smooth = false;
+ if (gl_shader_filter_type(1, &force_smooth))
+ gl->tex_filter = force_smooth ? GL_LINEAR : GL_NEAREST;
+ else
+ gl->tex_filter = video->smooth ? GL_LINEAR : GL_NEAREST;
+
+ gl->texture_type = RARCH_GL_TEXTURE_TYPE;
+ gl->texture_fmt = video->rgb32 ? RARCH_GL_FORMAT32 : RARCH_GL_FORMAT16;
+ gl->base_size = video->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t);
+
+ glEnable(GL_TEXTURE_2D);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_DITHER);
+ glClearColor(0, 0, 0, 1);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glEnableClientState(GL_COLOR_ARRAY);
+ glVertexPointer(2, GL_FLOAT, 0, vertex_ptr);
+
+ memcpy(gl->tex_coords, tex_coords, sizeof(tex_coords));
+ glTexCoordPointer(2, GL_FLOAT, 0, gl->tex_coords);
+ glColorPointer(4, GL_FLOAT, 0, white_color);
+
+ set_lut_texture_coords(tex_coords);
+
+ gl->tex_w = RARCH_SCALE_BASE * video->input_scale;
+ gl->tex_h = RARCH_SCALE_BASE * video->input_scale;
+
+ // Empty buffer that we use to clear out the texture with on res change.
+ gl->empty_buf = calloc(gl->tex_w * gl->tex_h, gl->base_size);
+ gl_init_textures(gl);
+
+ for (unsigned i = 0; i < TEXTURES; i++)
+ {
+ gl->last_width[i] = gl->tex_w;
+ gl->last_height[i] = gl->tex_h;
+ }
+
+ for (unsigned i = 0; i < TEXTURES; i++)
+ {
+ gl->prev_info[i].tex = gl->texture[(gl->tex_index - (i + 1)) & TEXTURES_MASK];
+ gl->prev_info[i].input_size[0] = gl->tex_w;
+ gl->prev_info[i].tex_size[0] = gl->tex_w;
+ gl->prev_info[i].input_size[1] = gl->tex_h;
+ gl->prev_info[i].tex_size[1] = gl->tex_h;
+ memcpy(gl->prev_info[i].coord, tex_coords, sizeof(tex_coords));
+ }
+
+ gfx_ctx_input_driver(input, input_data);
+ gl_init_font(gl, g_settings.video.font_path, g_settings.video.font_size);
+
+ if (!gl_check_error())
+ {
+ gfx_ctx_destroy();
+ free(gl);
+ return NULL;
+ }
+
+ return gl;
+}
+
+static bool gl_alive(void *data)
+{
+ gl_t *gl = (gl_t*)data;
+ bool quit, resize;
+
+ gfx_ctx_check_window(&quit,
+ &resize, &gl->win_width, &gl->win_height,
+ gl->frame_count);
+
+ if (quit)
+ gl->quitting = true;
+ else if (resize)
+ gl->should_resize = true;
+
+ return !gl->quitting;
+}
+
+static bool gl_focus(void *data)
+{
+ (void)data;
+ return gfx_ctx_window_has_focus();
+}
+
+#ifdef HAVE_XML
+static bool gl_xml_shader(void *data, const char *path)
+{
+ gl_t *gl = (gl_t*)data;
+
+#ifdef HAVE_FBO
+ gl_deinit_fbo(gl);
+ glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
+#endif
+
+ gl_shader_deinit();
+
+ if (!gl_glsl_init(path))
+ return false;
+
+#ifdef HAVE_FBO
+ // Set up render to texture again.
+ gl_init_fbo(gl, gl->tex_w, gl->tex_h);
+#endif
+
+ // Apparently need to set viewport for passes when we aren't using FBOs.
+ gl_shader_use(0);
+ gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
+ gl_shader_use(1);
+ gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
+
+ return true;
+}
+#endif
+
+#ifndef HAVE_RGL
+static void gl_viewport_size(void *data, unsigned *width, unsigned *height)
+{
+ (void)data;
+
+ GLint vp[4];
+ glGetIntegerv(GL_VIEWPORT, vp);
+
+ *width = vp[2];
+ *height = vp[3];
+}
+
+static bool gl_read_viewport(void *data, uint8_t *buffer)
+{
+ (void)data;
+
+ GLint vp[4];
+ glGetIntegerv(GL_VIEWPORT, vp);
+
+ glPixelStorei(GL_PACK_ALIGNMENT, get_alignment(vp[2]));
+ glPixelStorei(GL_PACK_ROW_LENGTH, vp[2]);
+
+ glReadPixels(vp[0], vp[1],
+ vp[2], vp[3],
+ GL_BGR, GL_UNSIGNED_BYTE, buffer);
+
+ return true;
+}
+#endif
+
+#ifdef RARCH_CONSOLE
+static void gl_start(void)
+{
+ video_info_t video_info = {0};
+
+ // Might have to supply correct values here.
+ video_info.vsync = g_settings.video.vsync;
+ video_info.force_aspect = false;
+ video_info.smooth = g_settings.video.smooth;
+ video_info.input_scale = 2;
+ video_info.fullscreen = true;
+ if (g_console.aspect_ratio_index == ASPECT_RATIO_CUSTOM)
+ {
+ video_info.width = g_console.viewports.custom_vp.width;
+ video_info.height = g_console.viewports.custom_vp.height;
+ }
+ driver.video_data = gl_init(&video_info, NULL, NULL);
+
+#ifdef HAVE_FBO
+ gfx_ctx_set_fbo(g_console.fbo_enabled);
+#endif
+
+ gfx_ctx_get_available_resolutions();
+
+#ifdef HAVE_CG_MENU
+ gfx_ctx_menu_init();
+#endif
+}
+
+static void gl_stop(void)
+{
+ void *data = driver.video_data;
+ driver.video_data = NULL;
+ gl_free(data);
+}
+
+static void gl_restart(void)
+{
+#ifdef HAVE_CG_MENU
+ bool should_menu_render;
+#endif
+#ifdef RARCH_CONSOLE
+ bool should_block_swap;
+#endif
+ gl_t *gl = driver.video_data;
+
+ if (!gl)
+ return;
+
+#ifdef RARCH_CONSOLE
+ should_block_swap = gl->block_swap;
+#endif
+#ifdef HAVE_CG_MENU
+ should_menu_render = gl->menu_render;
+#endif
+
+ gl_stop();
+ gl_cg_invalidate_context();
+ gl_start();
+
+#ifdef HAVE_CG_MENU
+ gl->menu_render = should_menu_render;
+#endif
+
+ gl->frame_count = 0;
+
+#ifdef RARCH_CONSOLE
+ gl->block_swap = should_block_swap;
+ SET_TIMER_EXPIRATION(gl, 30);
+#endif
+}
+#endif
+
+const video_driver_t video_gl = {
+ gl_init,
+ gl_frame,
+ gl_set_nonblock_state,
+ gl_alive,
+ gl_focus,
+
+#ifdef HAVE_XML
+ gl_xml_shader,
+#else
+ NULL,
+#endif
+
+ gl_free,
+ "gles",
+
+#ifdef RARCH_CONSOLE
+ gl_start,
+ gl_stop,
+ gl_restart,
+#endif
+
+ gl_set_rotation,
+
+#ifndef HAVE_RGL
+ gl_viewport_size,
+ gl_read_viewport,
+#else
+ NULL,
+ NULL,
+#endif
+};
+