Initial push of GLES and GLUtil file breakup.

This commit is contained in:
Ryan Houdek 2012-12-17 14:54:20 -06:00
parent 0811311604
commit b78f5debe6
17 changed files with 582 additions and 810 deletions

View file

@ -16,17 +16,35 @@
// http://code.google.com/p/dolphin-emu/
#include "Common.h"
#include <math.h>
#include "../../Plugin_VideoOGL/Src/GLUtil.h"
#include "../../Plugin_VideoOGL/Src/RasterFont.h"
#include "SWRenderer.h"
#include "SWStatistics.h"
#include "../../Plugin_VideoOGL/Src/RasterFont.h"
#define VSYNC_ENABLED 0
static GLuint s_RenderTarget = 0;
static GLint attr_pos = -1, attr_tex = -1;
static GLint uni_tex = -1;
static GLuint program;
#ifdef USE_GLES
#define PREC "highp"
#define TEX2D GL_TEXTURE_2D
#define TEXTYPE "sampler2D"
#define TEXFUNC "texture2D"
#else
#define PREC
#define TEX2D GL_TEXTURE_RECTANGLE_ARB
#define TEXTYPE "sampler2DRect"
#define TEXFUNC "texture2DRect"
#endif
#ifndef USE_GLES
RasterFont* s_pfont = NULL;
#endif
void SWRenderer::Init()
{
@ -34,79 +52,68 @@ void SWRenderer::Init()
void SWRenderer::Shutdown()
{
glDeleteProgram(program);
glDeleteTextures(1, &s_RenderTarget);
#ifndef USE_GLES
delete s_pfont;
s_pfont = 0;
#endif
}
delete s_pfont;
s_pfont = 0;
void CreateShaders()
{
static const char *fragShaderText =
"varying " PREC " vec2 TexCoordOut;\n"
"uniform " TEXTYPE " Texture;\n"
"void main() {\n"
" " PREC " vec4 tmpcolor;\n"
" tmpcolor = " TEXFUNC "(Texture, TexCoordOut);\n"
" gl_FragColor = tmpcolor;\n"
"}\n";
static const char *vertShaderText =
"attribute vec4 pos;\n"
"attribute vec2 TexCoordIn;\n "
"varying vec2 TexCoordOut;\n "
"void main() {\n"
" gl_Position = pos;\n"
" TexCoordOut = TexCoordIn;\n"
"}\n";
program = OpenGL_CompileProgram(vertShaderText, fragShaderText);
glUseProgram(program);
uni_tex = glGetUniformLocation(program, "Texture");
attr_pos = glGetAttribLocation(program, "pos");
attr_tex = glGetAttribLocation(program, "TexCoordIn");
}
void SWRenderer::Prepare()
{
OpenGL_MakeCurrent();
// Init extension support.
if (glewInit() != GLEW_OK) {
ERROR_LOG(VIDEO, "glewInit() failed!Does your video card support OpenGL 2.x?");
return;
}
// Handle VSync on/off
#ifdef _WIN32
if (WGLEW_EXT_swap_control)
wglSwapIntervalEXT(VSYNC_ENABLED);
else
ERROR_LOG(VIDEO, "no support for SwapInterval (framerate clamped to monitor refresh rate)Does your video card support OpenGL 2.x?");
#elif defined(HAVE_X11) && HAVE_X11
if (glXSwapIntervalSGI)
glXSwapIntervalSGI(VSYNC_ENABLED);
else
ERROR_LOG(VIDEO, "no support for SwapInterval (framerate clamped to monitor refresh rate)");
#endif
glStencilFunc(GL_ALWAYS, 0, 0);
// used by hw rasterizer if it enables blending and depth test
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_LEQUAL);
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
glEnable(GL_SCISSOR_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
glDisable(GL_LIGHTING);
glDisable(GL_BLEND);
glDisable(GL_STENCIL_TEST);
//glDisable(GL_SCISSOR_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
s_pfont = new RasterFont();
// legacy multitexturing: select texture channel only.
glActiveTexture(GL_TEXTURE0);
glClientActiveTexture(GL_TEXTURE0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glGenTextures(1, &s_RenderTarget);
CreateShaders();
#ifndef USE_GLES
s_pfont = new RasterFont();
glEnable(GL_TEXTURE_RECTANGLE_ARB);
#endif
GL_REPORT_ERRORD();
}
void SWRenderer::RenderText(const char* pstr, int left, int top, u32 color)
{
int nBackbufferWidth = (int)OpenGL_GetBackbufferWidth();
int nBackbufferHeight = (int)OpenGL_GetBackbufferHeight();
int nBackbufferWidth = (int)GLInterface->GetBackBufferWidth();
int nBackbufferHeight = (int)GLInterface->GetBackBufferHeight();
#ifndef USE_GLES
glColor4f(((color>>16) & 0xff)/255.0f, ((color>> 8) & 0xff)/255.0f,
((color>> 0) & 0xff)/255.0f, ((color>>24) & 0xFF)/255.0f);
s_pfont->printMultilineText(pstr,
left * 2.0f / (float)nBackbufferWidth - 1,
1 - top * 2.0f / (float)nBackbufferHeight,
0, nBackbufferWidth, nBackbufferHeight);
s_pfont->printMultilineText(pstr,
left * 2.0f / (float)nBackbufferWidth - 1,
1 - top * 2.0f / (float)nBackbufferHeight,
0, nBackbufferWidth, nBackbufferHeight);
#endif
}
void SWRenderer::DrawDebugText()
@ -139,31 +146,56 @@ void SWRenderer::DrawDebugText()
void SWRenderer::DrawTexture(u8 *texture, int width, int height)
{
GLsizei glWidth = (GLsizei)OpenGL_GetBackbufferWidth();
GLsizei glHeight = (GLsizei)OpenGL_GetBackbufferHeight();
GLsizei glWidth = (GLsizei)GLInterface->GetBackBufferWidth();
GLsizei glHeight = (GLsizei)GLInterface->GetBackBufferHeight();
// Update GLViewPort
glViewport(0, 0, glWidth, glHeight);
glScissor(0, 0, glWidth, glHeight);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(TEX2D, s_RenderTarget);
GL_REPORT_ERRORD();
glTexImage2D(TEX2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
glTexParameteri(TEX2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(TEX2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GLfloat u_max = (GLfloat)width;
GLfloat v_max = (GLfloat)glHeight;
glBegin(GL_QUADS);
glTexCoord2f(0, v_max); glVertex2f(-1, -1);
glTexCoord2f(0, 0); glVertex2f(-1, 1);
glTexCoord2f(u_max, 0); glVertex2f( 1, 1);
glTexCoord2f(u_max, v_max); glVertex2f( 1, -1);
glEnd();
static const GLfloat verts[4][2] = {
{ -1, -1}, // Left top
{ -1, 1}, // left bottom
{ 1, 1}, // right bottom
{ 1, -1} // right top
};
//Texture rectangle uses pixel coordinates
#ifndef USE_GLES
static const GLfloat texverts[4][2] = {
{0, v_max},
{0, 0},
{u_max, 0},
{u_max, v_max}
};
#else
static const GLfloat texverts[4][2] = {
{0, 1},
{0, 0},
{1, 0},
{1, 1}
};
#endif
glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts);
glEnableVertexAttribArray(attr_pos);
glEnableVertexAttribArray(attr_tex);
glActiveTexture(GL_TEXTURE0);
glUniform1i(uni_tex, 0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableVertexAttribArray(attr_pos);
glDisableVertexAttribArray(attr_tex);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
glBindTexture(TEX2D, 0);
GL_REPORT_ERRORD();
}
void SWRenderer::SwapBuffer()
@ -172,15 +204,13 @@ void SWRenderer::SwapBuffer()
glFlush();
OpenGL_SwapBuffers();
GLInterface->SwapBuffers();
GL_REPORT_ERRORD();
swstats.ResetFrame();
// Clear framebuffer
glClearColor(0, 0, 0, 0);
glClearDepth(1.0);
#ifndef USE_GLES
glClearDepth(1.0f);
#endif
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GL_REPORT_ERRORD();