dolphin/Source/Core/VideoBackends/Software/SWOGLWindow.cpp

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// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <memory>
#include "Common/GL/GLInterfaceBase.h"
#include "Common/GL/GLUtil.h"
#include "Common/Logging/Log.h"
#include "VideoBackends/Software/SWOGLWindow.h"
#include "VideoBackends/Software/SWTexture.h"
std::unique_ptr<SWOGLWindow> SWOGLWindow::s_instance;
void SWOGLWindow::Init(void* window_handle)
{
InitInterface();
GLInterface->SetMode(GLInterfaceMode::MODE_DETECT);
if (!GLInterface->Create(window_handle))
{
ERROR_LOG(VIDEO, "GLInterface::Create failed.");
}
s_instance.reset(new SWOGLWindow());
}
void SWOGLWindow::Shutdown()
{
GLInterface->Shutdown();
GLInterface.reset();
s_instance.reset();
}
void SWOGLWindow::Prepare()
{
if (m_init)
return;
m_init = true;
// Init extension support.
if (!GLExtensions::Init())
{
ERROR_LOG(VIDEO, "GLExtensions::Init failed!Does your video card support OpenGL 2.0?");
return;
}
else if (GLExtensions::Version() < 310)
{
ERROR_LOG(VIDEO, "OpenGL Version %d detected, but at least 3.1 is required.",
GLExtensions::Version());
return;
}
std::string frag_shader = "in vec2 TexCoord;\n"
"out vec4 ColorOut;\n"
"uniform sampler2D samp;\n"
"void main() {\n"
" ColorOut = texture(samp, TexCoord);\n"
"}\n";
std::string vertex_shader = "out vec2 TexCoord;\n"
"void main() {\n"
" vec2 rawpos = vec2(gl_VertexID & 1, (gl_VertexID & 2) >> 1);\n"
" gl_Position = vec4(rawpos * 2.0 - 1.0, 0.0, 1.0);\n"
" TexCoord = vec2(rawpos.x, -rawpos.y);\n"
"}\n";
std::string header = GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL ?
"#version 140\n" :
"#version 300 es\n"
"precision highp float;\n";
m_image_program = OpenGL_CompileProgram(header + vertex_shader, header + frag_shader);
glUseProgram(m_image_program);
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glUniform1i(glGetUniformLocation(m_image_program, "samp"), 0);
glGenTextures(1, &m_image_texture);
glBindTexture(GL_TEXTURE_2D, m_image_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glGenVertexArrays(1, &m_image_vao);
}
void SWOGLWindow::PrintText(const std::string& text, int x, int y, u32 color)
{
m_text.push_back({text, x, y, color});
}
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void SWOGLWindow::ShowImage(AbstractTexture* image, float aspect)
{
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SW::SWTexture* sw_image = static_cast<SW::SWTexture*>(image);
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GLInterface->Update(); // just updates the render window position and the backbuffer size
GLsizei glWidth = (GLsizei)GLInterface->GetBackBufferWidth();
GLsizei glHeight = (GLsizei)GLInterface->GetBackBufferHeight();
glViewport(0, 0, glWidth, glHeight);
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D, m_image_texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
glPixelStorei(GL_UNPACK_ROW_LENGTH, sw_image->GetConfig().width);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, static_cast<GLsizei>(sw_image->GetConfig().width),
static_cast<GLsizei>(sw_image->GetConfig().height), 0, GL_RGBA, GL_UNSIGNED_BYTE,
sw_image->GetData());
glUseProgram(m_image_program);
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glBindVertexArray(m_image_vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// TODO: implement OSD
// for (TextData& text : m_text)
// {
// }
m_text.clear();
GLInterface->Swap();
}
int SWOGLWindow::PeekMessages()
{
return GLInterface->PeekMessages();
}