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- // Copyright 2015 Dolphin Emulator Project
- // SPDX-License-Identifier: GPL-2.0-or-later
- #include "VideoBackends/Software/SWOGLWindow.h"
- #include <memory>
- #include "Common/GL/GLContext.h"
- #include "Common/GL/GLUtil.h"
- #include "Common/Logging/Log.h"
- #include "Common/MsgHandler.h"
- #include "VideoBackends/Software/SWTexture.h"
- SWOGLWindow::SWOGLWindow() = default;
- SWOGLWindow::~SWOGLWindow() = default;
- std::unique_ptr<SWOGLWindow> SWOGLWindow::Create(const WindowSystemInfo& wsi)
- {
- std::unique_ptr<SWOGLWindow> window = std::unique_ptr<SWOGLWindow>(new SWOGLWindow());
- if (!window->Initialize(wsi))
- {
- PanicAlertFmt("Failed to create OpenGL window");
- return nullptr;
- }
- return window;
- }
- bool SWOGLWindow::IsHeadless() const
- {
- return m_gl_context->IsHeadless();
- }
- bool SWOGLWindow::Initialize(const WindowSystemInfo& wsi)
- {
- m_gl_context = GLContext::Create(wsi);
- if (!m_gl_context)
- return false;
- // Init extension support.
- if (!GLExtensions::Init(m_gl_context.get()))
- {
- ERROR_LOG_FMT(VIDEO, "GLExtensions::Init failed!Does your video card support OpenGL 2.0?");
- return false;
- }
- else if (GLExtensions::Version() < 310)
- {
- ERROR_LOG_FMT(VIDEO, "OpenGL Version {} detected, but at least 3.1 is required.",
- GLExtensions::Version());
- return false;
- }
- 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 = m_gl_context->IsGLES() ? "#version 300 es\n"
- "precision highp float;\n" :
- "#version 140\n";
- m_image_program = GLUtil::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);
- return true;
- }
- void SWOGLWindow::ShowImage(const AbstractTexture* image,
- const MathUtil::Rectangle<int>& xfb_region)
- {
- const SW::SWTexture* sw_image = static_cast<const SW::SWTexture*>(image);
- m_gl_context->Update(); // just updates the render window position and the backbuffer size
- GLsizei glWidth = (GLsizei)m_gl_context->GetBackBufferWidth();
- GLsizei glHeight = (GLsizei)m_gl_context->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<GLsizei>(sw_image->GetConfig().width),
- static_cast<GLsizei>(sw_image->GetConfig().height), 0, GL_RGBA, GL_UNSIGNED_BYTE,
- sw_image->GetData(0, 0));
- glUseProgram(m_image_program);
- glBindVertexArray(m_image_vao);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- m_gl_context->Swap();
- }
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