#pragma once #include "rend/rend.h" #ifdef GLES #if defined(TARGET_IPHONE) //apple-specific ogles2 headers //#include #include #include #else #if !defined(TARGET_NACL32) #include #endif #include #include #endif #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 #else #if HOST_OS == OS_DARWIN #include #else #include #endif #endif #define glCheck() do { if (unlikely(settings.validate.OpenGlChecks)) { verify(glGetError()==GL_NO_ERROR); } } while(0) #define eglCheck() false #define VERTEX_POS_ARRAY 0 #define VERTEX_COL_BASE_ARRAY 1 #define VERTEX_COL_OFFS_ARRAY 2 #define VERTEX_UV_ARRAY 3 //vertex types extern u32 gcflip; extern float scale_x, scale_y; void DrawStrips(); struct PipelineShader { GLuint program; GLuint scale,depth_scale; GLuint pp_ClipTest,cp_AlphaTestValue; GLuint sp_FOG_COL_RAM,sp_FOG_COL_VERT,sp_FOG_DENSITY,sp_LOG_FOG_COEFS; // u32 cp_AlphaTest; s32 pp_ClipTestMode; u32 pp_Texture, pp_UseAlpha, pp_IgnoreTexA, pp_ShadInstr, pp_Offset, pp_FogCtrl; }; struct gl_ctx { #if defined(GLES) && HOST_OS != OS_DARWIN && !defined(TARGET_NACL32) struct { EGLNativeWindowType native_wind; EGLNativeDisplayType native_disp; EGLDisplay display; EGLSurface surface; EGLContext context; } setup; #endif struct { GLuint program; GLuint scale; GLuint sp_ShaderColor; } modvol_shader; PipelineShader pogram_table[768*2]; struct { GLuint program; GLuint scale; } OSD_SHADER; struct { GLuint geometry,modvols,idxs,idxs2; #ifndef GLES GLuint vao; #endif } vbo; //GLuint matrix; }; extern gl_ctx gl; GLuint gl_GetTexture(TSP tsp,TCW tcw); struct text_info { u16* pdata; u32 width; u32 height; u32 textype; // 0 565, 1 1555, 2 4444 }; text_info raw_GetTexture(TSP tsp, TCW tcw); void CollectCleanup(); void DoCleanup(); void SortPParams(int first, int count); void BindRTT(u32 addy, u32 fbw, u32 fbh, u32 channels, u32 fmt); void ReadRTTBuffer(); int GetProgramID(u32 cp_AlphaTest, u32 pp_ClipTestMode, u32 pp_Texture, u32 pp_UseAlpha, u32 pp_IgnoreTexA, u32 pp_ShadInstr, u32 pp_Offset, u32 pp_FogCtrl); bool CompilePipelineShader(PipelineShader* s); #define TEXTURE_LOAD_ERROR 0 GLuint loadPNG(const string& subpath, int &width, int &height);