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