142 lines
3.5 KiB
C++
142 lines
3.5 KiB
C++
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// Copyright 2015 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "Common/GL/GLInterfaceBase.h"
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#include "Common/GL/GLUtil.h"
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#include "Common/Logging/Log.h"
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#include "VideoBackends/Software/SWOGLWindow.h"
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std::unique_ptr<SWOGLWindow> SWOGLWindow::s_instance;
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void SWOGLWindow::Init(void *window_handle)
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{
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InitInterface();
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GLInterface->SetMode(GLInterfaceMode::MODE_DETECT);
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if (!GLInterface->Create(window_handle, false))
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{
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INFO_LOG(VIDEO, "GLInterface::Create failed.");
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}
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s_instance.reset(new SWOGLWindow());
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}
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void SWOGLWindow::Shutdown()
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{
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GLInterface->Shutdown();
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delete GLInterface;
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GLInterface = nullptr;
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SWOGLWindow::s_instance.release();
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}
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void SWOGLWindow::Prepare()
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{
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if (m_init) return;
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m_init = true;
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// Init extension support.
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if (!GLExtensions::Init())
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{
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ERROR_LOG(VIDEO, "GLExtensions::Init failed!Does your video card support OpenGL 2.0?");
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return;
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}
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static const char *fragShaderText =
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"#ifdef GL_ES\n"
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"precision highp float;\n"
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"#endif\n"
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"varying vec2 TexCoordOut;\n"
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"uniform sampler2D Texture;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(Texture, TexCoordOut);\n"
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"}\n";
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static const char *vertShaderText =
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"#ifdef GL_ES\n"
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"precision highp float;\n"
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"#endif\n"
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"attribute vec4 pos;\n"
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"attribute vec2 TexCoordIn;\n "
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"varying vec2 TexCoordOut;\n "
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"void main() {\n"
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" gl_Position = pos;\n"
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" TexCoordOut = TexCoordIn;\n"
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"}\n";
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m_image_program = OpenGL_CompileProgram(vertShaderText, fragShaderText);
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glUseProgram(m_image_program);
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m_uni_tex = glGetUniformLocation(m_image_program, "Texture");
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m_attr_pos = glGetAttribLocation(m_image_program, "pos");
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m_attr_tex = glGetAttribLocation(m_image_program, "TexCoordIn");
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glUniform1i(m_uni_tex, 0);
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glGenTextures(1, &m_image_texture);
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}
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void SWOGLWindow::PrintText(const std::string& text, int x, int y, u32 color)
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{
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TextData data{text, x, y, color};
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m_text.emplace_back(data);
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}
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void SWOGLWindow::ShowImage(u8* data, int stride, int width, int height, float aspect)
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{
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GLInterface->MakeCurrent();
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GLInterface->Update();
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Prepare();
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GLsizei glWidth = (GLsizei)GLInterface->GetBackBufferWidth();
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GLsizei glHeight = (GLsizei)GLInterface->GetBackBufferHeight();
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glViewport(0, 0, glWidth, glHeight);
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glBindTexture(GL_TEXTURE_2D, m_image_texture);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
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//glPixelStorei(GL_UNPACK_ROW_LENGTH, stride);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glUseProgram(m_image_program);
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static const GLfloat verts[4][2] = {
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{ -1, -1}, // Left top
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{ -1, 1}, // left bottom
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{ 1, 1}, // right bottom
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{ 1, -1} // right top
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};
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static const GLfloat texverts[4][2] = {
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{0, 1},
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{0, 0},
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{1, 0},
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{1, 1}
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};
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glVertexAttribPointer(m_attr_pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
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glVertexAttribPointer(m_attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts);
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glEnableVertexAttribArray(m_attr_pos);
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glEnableVertexAttribArray(m_attr_tex);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDisableVertexAttribArray(m_attr_pos);
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glDisableVertexAttribArray(m_attr_tex);
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// TODO: implement OSD
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// for (TextData& text : m_text)
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// {
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// }
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m_text.clear();
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GLInterface->Swap();
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GLInterface->ClearCurrent();
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}
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int SWOGLWindow::PeekMessages()
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{
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return GLInterface->PeekMessages();
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}
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