// Copyright 2015 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include "Common/GL/GLContext.h" #include "Common/GL/GLUtil.h" #include "Common/Logging/Log.h" #include "Common/MsgHandler.h" #include "VideoBackends/Software/SWOGLWindow.h" #include "VideoBackends/Software/SWTexture.h" SWOGLWindow::SWOGLWindow() = default; SWOGLWindow::~SWOGLWindow() = default; std::unique_ptr SWOGLWindow::Create(const WindowSystemInfo& wsi) { std::unique_ptr window = std::unique_ptr(new SWOGLWindow()); if (!window->Initialize(wsi)) { PanicAlert("Failed to create OpenGL window"); return nullptr; } return window; } bool SWOGLWindow::IsHeadless() const { return m_gl_context->IsHeadless(); } bool SWOGLWindow::Initialize(const WindowSystemInfo& wsi) { m_gl_context = GLContext::Create(wsi); if (!m_gl_context) return false; // Init extension support. if (!GLExtensions::Init(m_gl_context.get())) { ERROR_LOG(VIDEO, "GLExtensions::Init failed!Does your video card support OpenGL 2.0?"); return false; } else if (GLExtensions::Version() < 310) { ERROR_LOG(VIDEO, "OpenGL Version %d detected, but at least 3.1 is required.", GLExtensions::Version()); return false; } 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 = m_gl_context->IsGLES() ? "#version 300 es\n" "precision highp float;\n" : "#version 140\n"; m_image_program = GLUtil::CompileProgram(header + vertex_shader, header + frag_shader); glUseProgram(m_image_program); 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); return true; } void SWOGLWindow::PrintText(const std::string& text, int x, int y, u32 color) { m_text.push_back({text, x, y, color}); } void SWOGLWindow::ShowImage(AbstractTexture* image, const EFBRectangle& xfb_region) { SW::SWTexture* sw_image = static_cast(image); m_gl_context->Update(); // just updates the render window position and the backbuffer size GLsizei glWidth = (GLsizei)m_gl_context->GetBackBufferWidth(); GLsizei glHeight = (GLsizei)m_gl_context->GetBackBufferHeight(); glViewport(0, 0, glWidth, glHeight); glActiveTexture(GL_TEXTURE9); glBindTexture(GL_TEXTURE_2D, m_image_texture); // TODO: Apply xfb_region 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(sw_image->GetConfig().width), static_cast(sw_image->GetConfig().height), 0, GL_RGBA, GL_UNSIGNED_BYTE, sw_image->GetData()); glUseProgram(m_image_program); glBindVertexArray(m_image_vao); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // TODO: implement OSD // for (TextData& text : m_text) // { // } m_text.clear(); m_gl_context->Swap(); }