More changes to accomodate Android - imgui/host display
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@ -32,3 +32,12 @@ if(SDL2_FOUND)
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target_link_libraries(imgui PRIVATE glad SDL2::Core)
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endif()
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if(ANDROID)
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target_sources(imgui PRIVATE
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include/imgui_impl_opengl3.h
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src/imgui_impl_opengl3.cpp
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)
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target_link_libraries(imgui PRIVATE glad)
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endif()
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@ -13,8 +13,6 @@
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#pragma once
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#define IMGUI_IMPL_OPENGL_LOADER_GLAD
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//---- Define assertion handler. Defaults to calling assert().
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//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
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//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
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@ -35,31 +35,3 @@ IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
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// Specific OpenGL versions
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//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
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//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
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// Desktop OpenGL: attempt to detect default GL loader based on available header files.
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// If auto-detection fails or doesn't select the same GL loader file as used by your application,
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// you are likely to get a crash in ImGui_ImplOpenGL3_Init().
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// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
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#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
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#if defined(__has_include)
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#if __has_include(<GL/glew.h>)
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#define IMGUI_IMPL_OPENGL_LOADER_GLEW
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#elif __has_include(<glad/glad.h>)
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#define IMGUI_IMPL_OPENGL_LOADER_GLAD
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#elif __has_include(<GL/gl3w.h>)
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#define IMGUI_IMPL_OPENGL_LOADER_GL3W
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#else
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#error "Cannot detect OpenGL loader!"
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#endif
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#else
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#define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W
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#endif
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#endif
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@ -82,44 +82,14 @@
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// Auto-detect GL version
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
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#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
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#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
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#undef IMGUI_IMPL_OPENGL_LOADER_GL3W
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#undef IMGUI_IMPL_OPENGL_LOADER_GLEW
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#undef IMGUI_IMPL_OPENGL_LOADER_GLAD
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#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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#define IMGUI_IMPL_OPENGL_ES2
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#elif defined(__EMSCRIPTEN__)
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#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
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#undef IMGUI_IMPL_OPENGL_LOADER_GL3W
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#undef IMGUI_IMPL_OPENGL_LOADER_GLEW
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#undef IMGUI_IMPL_OPENGL_LOADER_GLAD
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#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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#define IMGUI_IMPL_OPENGL_ES2
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#endif
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#endif
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// GL includes
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#include <GLES2/gl2.h>
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#elif defined(IMGUI_IMPL_OPENGL_ES3)
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#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
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#include <OpenGLES/ES3/gl.h> // Use GL ES 3
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#else
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#include <GLES3/gl3.h> // Use GL ES 3
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#endif
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#else
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// About Desktop OpenGL function loaders:
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// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
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// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
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// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
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#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
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#include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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#include <GL/glew.h> // Needs to be initialized with glewInit() in user's code
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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#include <glad.h> // Needs to be initialized with gladLoadGL() in user's code
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#else
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#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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#endif
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#endif
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#include <glad.h>
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// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
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#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
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@ -147,66 +117,35 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_opengl3";
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#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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#endif
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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if (glsl_version == NULL)
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glsl_version = "#version 100";
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g_IsGLES = true;
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#elif defined(IMGUI_IMPL_OPENGL_ES3)
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if (glsl_version == NULL)
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glsl_version = "#version 300 es";
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g_IsGLES = true;
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#else
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if (glsl_version == NULL)
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glsl_version = "#version 130";
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g_IsGLES = false;
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#endif
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#if defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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if (GLAD_GL_ES_VERSION_2_0)
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{
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if (glsl_version == NULL)
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glsl_version = "#version 100";
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g_IsGLES = true;
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}
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else if (GLAD_GL_ES_VERSION_3_0)
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{
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if (glsl_version == NULL)
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glsl_version = "#version 300 es";
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g_IsGLES = true;
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}
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#endif
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else
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{
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if (glsl_version == NULL)
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glsl_version = "#version 130";
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g_IsGLES = false;
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}
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if (!g_IsGLES)
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
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strcpy(g_GlslVersionString, glsl_version);
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strcat(g_GlslVersionString, "\n");
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// Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected.
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// The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
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// If auto-detection fails or doesn't select the same GL loader file as used by your application,
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// you are likely to get a crash below.
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// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
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const char* gl_loader = "Unknown";
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IM_UNUSED(gl_loader);
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#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
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gl_loader = "GL3W";
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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gl_loader = "GLEW";
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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gl_loader = "GLAD";
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#else // IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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gl_loader = "Custom";
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#endif
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// Make a dummy GL call (we don't actually need the result)
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// IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
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// Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
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GLint current_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplOpenGL3_InitPlatformInterface();
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@ -256,7 +195,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
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glUseProgram(g_ShaderHandle);
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glUniform1i(g_AttribLocationTex, 0);
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glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
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#ifdef GL_SAMPLER_BINDING
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#ifndef IMGUI_IMPL_OPENGL_ES2
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glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
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#endif
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@ -398,11 +337,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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// Restore modified GL state
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glUseProgram(last_program);
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glBindTexture(GL_TEXTURE_2D, last_texture);
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#ifdef GL_SAMPLER_BINDING
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glBindSampler(0, last_sampler);
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#endif
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glActiveTexture(last_active_texture);
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#ifndef IMGUI_IMPL_OPENGL_ES2
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glBindSampler(0, last_sampler);
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glBindVertexArray(last_vertex_array_object);
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#endif
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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@ -2,6 +2,7 @@
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#include "YBaseLib/Log.h"
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#include "YBaseLib/MD5Digest.h"
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#include "cpu_disasm.h"
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#include <cerrno>
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Log_SetChannel(BIOS);
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namespace BIOS {
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@ -56,7 +57,7 @@ std::optional<Image> LoadImageFromFile(std::string_view filename)
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std::FILE* fp = std::fopen(filename_str.c_str(), "rb");
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if (!fp)
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{
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Log_ErrorPrintf("Failed to open BIOS image '%s'", filename_str.c_str());
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Log_ErrorPrintf("Failed to open BIOS image '%s', errno=%d", filename_str.c_str(), errno);
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return std::nullopt;
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}
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@ -34,8 +34,8 @@ bool GPU_HW_D3D11::Initialize(HostDisplay* host_display, System* system, DMA* dm
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if (!GPU_HW::Initialize(host_display, system, dma, interrupt_controller, timers))
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return false;
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m_device = static_cast<ID3D11Device*>(host_display->GetHostRenderDevice());
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m_context = static_cast<ID3D11DeviceContext*>(host_display->GetHostRenderContext());
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m_device = static_cast<ID3D11Device*>(host_display->GetRenderDevice());
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m_context = static_cast<ID3D11DeviceContext*>(host_display->GetRenderContext());
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if (!m_device || !m_context)
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return false;
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@ -29,8 +29,12 @@ public:
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virtual ~HostDisplay() {}
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virtual RenderAPI GetRenderAPI() const = 0;
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virtual void* GetHostRenderDevice() const = 0;
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virtual void* GetHostRenderContext() const = 0;
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virtual void* GetRenderDevice() const = 0;
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virtual void* GetRenderContext() const = 0;
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virtual void* GetRenderWindow() const = 0;
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/// Switches the render window, recreating the surface.
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virtual void ChangeRenderWindow(void* new_window) = 0;
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/// Creates an abstracted RGBA8 texture. If dynamic, the texture can be updated with UpdateTexture() below.
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virtual std::unique_ptr<HostDisplayTexture> CreateTexture(u32 width, u32 height, const void* data, u32 data_stride,
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@ -78,16 +78,26 @@ HostDisplay::RenderAPI D3D11HostDisplay::GetRenderAPI() const
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return HostDisplay::RenderAPI::D3D11;
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}
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void* D3D11HostDisplay::GetHostRenderDevice() const
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void* D3D11HostDisplay::GetRenderDevice() const
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{
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return m_device.Get();
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}
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void* D3D11HostDisplay::GetHostRenderContext() const
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void* D3D11HostDisplay::GetRenderContext() const
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{
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return m_context.Get();
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}
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void* D3D11HostDisplay::GetRenderWindow() const
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{
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return m_window;
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}
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void D3D11HostDisplay::ChangeRenderWindow(void* new_window)
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{
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Panic("Not supported");
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}
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std::unique_ptr<HostDisplayTexture> D3D11HostDisplay::CreateTexture(u32 width, u32 height, const void* data,
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u32 data_stride, bool dynamic)
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{
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@ -20,8 +20,11 @@ public:
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static std::unique_ptr<HostDisplay> Create(SDL_Window* window);
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RenderAPI GetRenderAPI() const override;
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void* GetHostRenderDevice() const override;
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void* GetHostRenderContext() const override;
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void* GetRenderDevice() const override;
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void* GetRenderContext() const override;
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void* GetRenderWindow() const override;
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void ChangeRenderWindow(void* new_window) override;
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std::unique_ptr<HostDisplayTexture> CreateTexture(u32 width, u32 height, const void* data, u32 data_stride,
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bool dynamic) override;
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@ -80,16 +80,26 @@ HostDisplay::RenderAPI OpenGLHostDisplay::GetRenderAPI() const
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return m_is_gles ? HostDisplay::RenderAPI::OpenGLES : HostDisplay::RenderAPI::OpenGL;
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}
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void* OpenGLHostDisplay::GetHostRenderDevice() const
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void* OpenGLHostDisplay::GetRenderDevice() const
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{
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return nullptr;
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}
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void* OpenGLHostDisplay::GetHostRenderContext() const
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void* OpenGLHostDisplay::GetRenderContext() const
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{
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return m_gl_context;
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}
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void* OpenGLHostDisplay::GetRenderWindow() const
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{
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return m_window;
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}
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void OpenGLHostDisplay::ChangeRenderWindow(void* new_window)
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{
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Panic("Not implemented");
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}
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std::unique_ptr<HostDisplayTexture> OpenGLHostDisplay::CreateTexture(u32 width, u32 height, const void* data,
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u32 data_stride, bool dynamic)
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{
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@ -15,8 +15,11 @@ public:
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static std::unique_ptr<HostDisplay> Create(SDL_Window* window);
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RenderAPI GetRenderAPI() const override;
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void* GetHostRenderDevice() const override;
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void* GetHostRenderContext() const override;
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void* GetRenderDevice() const override;
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void* GetRenderContext() const override;
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void* GetRenderWindow() const override;
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void ChangeRenderWindow(void* new_window) override;
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std::unique_ptr<HostDisplayTexture> CreateTexture(u32 width, u32 height, const void* data, u32 data_stride,
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bool dynamic) override;
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