// Copyright 2015 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #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::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); 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}); } void SWOGLWindow::ShowImage(AbstractTexture* image, const EFBRectangle& xfb_region) { SW::SWTexture* sw_image = static_cast(image); 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); // 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(); GLInterface->Swap(); } int SWOGLWindow::PeekMessages() { return GLInterface->PeekMessages(); }