flycast/core/rend/gles/gles.h

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#pragma once
#include "rend/rend.h"
#ifdef GLES
#if defined(TARGET_IPHONE) //apple-specific ogles2 headers
//#include <APPLE/egl.h>
#include <OpenGLES/ES2/gl.h>
#include <OpenGLES/ES2/glext.h>
#else
#if !defined(TARGET_NACL32)
#include <EGL/egl.h>
#endif
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#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#endif
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#ifndef GL_NV_draw_path
//IMGTEC GLES emulation
#pragma comment(lib,"libEGL.lib")
#pragma comment(lib,"libGLESv2.lib")
#else /* NV gles emulation*/
#pragma comment(lib,"libGLES20.lib")
#endif
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#else
#if HOST_OS == OS_DARWIN
#include <OpenGL/gl3.h>
#else
#include <GL3/gl3w.h>
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#endif
#endif
#ifndef GL_UNSIGNED_INT_8_8_8_8
#define GL_UNSIGNED_INT_8_8_8_8 0x8035
#endif
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#define glCheck() do { if (unlikely(settings.validate.OpenGlChecks)) { verify(glGetError()==GL_NO_ERROR); } } while(0)
#define eglCheck() false
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#define VERTEX_POS_ARRAY 0
#define VERTEX_COL_BASE_ARRAY 1
#define VERTEX_COL_OFFS_ARRAY 2
#define VERTEX_UV_ARRAY 3
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// OIT only
#define VERTEX_COL_BASE1_ARRAY 4
#define VERTEX_COL_OFFS1_ARRAY 5
#define VERTEX_UV1_ARRAY 6
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#ifndef GL_UNSIGNED_INT_8_8_8_8
#define GL_UNSIGNED_INT_8_8_8_8 0x8035
#endif
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//vertex types
extern u32 gcflip;
extern float scale_x, scale_y;
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void DrawStrips();
struct PipelineShader
{
GLuint program;
GLuint scale,depth_scale;
GLuint extra_depth_scale;
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GLuint pp_ClipTest,cp_AlphaTestValue;
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GLuint sp_FOG_COL_RAM,sp_FOG_COL_VERT,sp_FOG_DENSITY;
GLuint trilinear_alpha;
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GLuint fog_clamp_min, fog_clamp_max;
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//
u32 cp_AlphaTest; s32 pp_ClipTestMode;
u32 pp_Texture, pp_UseAlpha, pp_IgnoreTexA, pp_ShadInstr, pp_Offset, pp_FogCtrl;
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bool pp_Gouraud, pp_BumpMap;
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bool fog_clamping;
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};
struct gl_ctx
{
#if defined(GLES) && HOST_OS != OS_DARWIN && !defined(TARGET_NACL32)
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struct
{
EGLNativeWindowType native_wind;
EGLNativeDisplayType native_disp;
EGLDisplay display;
EGLSurface surface;
EGLContext context;
} setup;
#endif
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struct
{
GLuint program;
GLuint scale,depth_scale;
GLuint extra_depth_scale;
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GLuint sp_ShaderColor;
} modvol_shader;
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PipelineShader pogram_table[12288];
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struct
{
GLuint program,scale,depth_scale;
GLuint extra_depth_scale;
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} OSD_SHADER;
struct
{
GLuint geometry,modvols,idxs,idxs2;
#ifndef GLES
GLuint vao;
#endif
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} vbo;
const char *gl_version;
const char *glsl_version_header;
int gl_major;
bool is_gles;
GLuint fog_image_format;
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//GLuint matrix;
};
extern gl_ctx gl;
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extern GLuint fbTextureId;
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extern float fb_scale_x, fb_scale_y;
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GLuint gl_GetTexture(TSP tsp,TCW tcw);
struct text_info {
u16* pdata;
u32 width;
u32 height;
u32 textype; // 0 565, 1 1555, 2 4444
};
enum ModifierVolumeMode { Xor, Or, Inclusion, Exclusion, ModeCount };
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bool gl_init(void* wind, void* disp);
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void gl_load_osd_resources();
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void gl_swap();
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bool ProcessFrame(TA_context* ctx);
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void UpdateFogTexture(u8 *fog_table, GLenum texture_slot, GLint fog_image_format);
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text_info raw_GetTexture(TSP tsp, TCW tcw);
void CollectCleanup();
void DoCleanup();
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void SortPParams(int first, int count);
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void SetCull(u32 CullMode);
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s32 SetTileClip(u32 val, GLint uniform);
void SetMVS_Mode(ModifierVolumeMode mv_mode, ISP_Modvol ispc);
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void BindRTT(u32 addy, u32 fbw, u32 fbh, u32 channels, u32 fmt);
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void ReadRTTBuffer();
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void RenderFramebuffer();
void DrawFramebuffer(float w, float h);
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void OSD_HOOK();
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void OSD_DRAW(GLuint shader_program);
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int GetProgramID(u32 cp_AlphaTest, u32 pp_ClipTestMode,
u32 pp_Texture, u32 pp_UseAlpha, u32 pp_IgnoreTexA, u32 pp_ShadInstr, u32 pp_Offset,
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u32 pp_FogCtrl, bool pp_Gouraud, bool pp_BumpMap, bool fog_clamping);
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GLuint gl_CompileShader(const char* shader, GLuint type);
GLuint gl_CompileAndLink(const char* VertexShader, const char* FragmentShader);
bool CompilePipelineShader(PipelineShader* s);
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#define TEXTURE_LOAD_ERROR 0
GLuint loadPNG(const string& subpath, int &width, int &height);
extern struct ShaderUniforms_t
{
float PT_ALPHA;
float scale_coefs[4];
float depth_coefs[4];
float extra_depth_scale;
float fog_den_float;
float ps_FOG_COL_RAM[3];
float ps_FOG_COL_VERT[3];
float trilinear_alpha;
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float fog_clamp_min[4];
float fog_clamp_max[4];
void Set(PipelineShader* s)
{
if (s->cp_AlphaTestValue!=-1)
glUniform1f(s->cp_AlphaTestValue,PT_ALPHA);
if (s->scale!=-1)
glUniform4fv( s->scale, 1, scale_coefs);
if (s->depth_scale!=-1)
glUniform4fv( s->depth_scale, 1, depth_coefs);
if (s->extra_depth_scale != -1)
glUniform1f(s->extra_depth_scale, extra_depth_scale);
if (s->sp_FOG_DENSITY!=-1)
glUniform1f( s->sp_FOG_DENSITY,fog_den_float);
if (s->sp_FOG_COL_RAM!=-1)
glUniform3fv( s->sp_FOG_COL_RAM, 1, ps_FOG_COL_RAM);
if (s->sp_FOG_COL_VERT!=-1)
glUniform3fv( s->sp_FOG_COL_VERT, 1, ps_FOG_COL_VERT);
if (s->trilinear_alpha != -1)
glUniform1f(s->trilinear_alpha, trilinear_alpha);
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if (s->fog_clamp_min != -1)
glUniform4fv(s->fog_clamp_min, 1, fog_clamp_min);
if (s->fog_clamp_max != -1)
glUniform4fv(s->fog_clamp_max, 1, fog_clamp_max);
}
} ShaderUniforms;
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// Render to texture
struct FBT
{
u32 TexAddr;
GLuint depthb,stencilb;
GLuint tex;
GLuint fbo;
};
extern FBT fb_rtt;