Files

129 lines
3.5 KiB
C++
Raw Permalink Normal View History

2015-09-26 10:07:48 +02:00
// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <memory>
2015-09-26 10:07:48 +02:00
#include "Common/GL/GLInterfaceBase.h"
#include "Common/GL/GLUtil.h"
#include "Common/Logging/Log.h"
#include "VideoBackends/Software/SWOGLWindow.h"
std::unique_ptr<SWOGLWindow> SWOGLWindow::s_instance;
void SWOGLWindow::Init(void* window_handle)
2015-09-26 10:07:48 +02:00
{
InitInterface();
GLInterface->SetMode(GLInterfaceMode::MODE_DETECT);
if (!GLInterface->Create(window_handle))
{
2016-09-24 19:06:47 -04:00
ERROR_LOG(VIDEO, "GLInterface::Create failed.");
}
2015-09-26 10:07:48 +02:00
s_instance.reset(new SWOGLWindow());
2015-09-26 10:07:48 +02:00
}
void SWOGLWindow::Shutdown()
{
GLInterface->Shutdown();
GLInterface.reset();
2015-09-26 10:07:48 +02:00
s_instance.reset();
2015-09-26 10:07:48 +02:00
}
void SWOGLWindow::Prepare()
{
if (m_init)
return;
m_init = true;
2015-09-26 10:07:48 +02:00
// Init extension support.
if (!GLExtensions::Init())
{
ERROR_LOG(VIDEO, "GLExtensions::Init failed!Does your video card support OpenGL 2.0?");
return;
}
else if (GLExtensions::Version() < 310)
{
ERROR_LOG(VIDEO, "OpenGL Version %d detected, but at least 3.1 is required.",
GLExtensions::Version());
return;
}
2015-09-26 10:07:48 +02:00
std::string frag_shader = "in vec2 TexCoord;\n"
"out vec4 ColorOut;\n"
"uniform sampler2D Texture;\n"
"void main() {\n"
" ColorOut = texture2D(Texture, TexCoord);\n"
"}\n";
2015-09-26 10:07:48 +02:00
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";
2015-10-09 09:25:09 +02:00
std::string header = GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL ?
"#version 140\n" :
"#version 300 es\n"
"precision highp float;\n";
2015-10-09 09:25:09 +02:00
m_image_program = OpenGL_CompileProgram(header + vertex_shader, header + frag_shader);
2015-09-26 10:07:48 +02:00
glUseProgram(m_image_program);
2015-09-26 10:07:48 +02:00
glUniform1i(glGetUniformLocation(m_image_program, "Texture"), 0);
2015-09-26 10:07:48 +02:00
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);
2015-10-09 09:25:09 +02:00
glGenVertexArrays(1, &m_image_vao);
2015-09-26 10:07:48 +02:00
}
void SWOGLWindow::PrintText(const std::string& text, int x, int y, u32 color)
{
m_text.push_back({text, x, y, color});
2015-09-26 10:07:48 +02:00
}
void SWOGLWindow::ShowImage(const u8* data, int stride, int width, int height, float aspect)
2015-09-26 10:07:48 +02:00
{
GLInterface->MakeCurrent();
GLInterface->Update();
Prepare();
2015-09-26 10:07:48 +02:00
GLsizei glWidth = (GLsizei)GLInterface->GetBackBufferWidth();
GLsizei glHeight = (GLsizei)GLInterface->GetBackBufferHeight();
2015-09-26 10:07:48 +02:00
glViewport(0, 0, glWidth, glHeight);
2015-09-26 10:07:48 +02:00
glBindTexture(GL_TEXTURE_2D, m_image_texture);
2015-09-26 10:07:48 +02:00
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
glPixelStorei(GL_UNPACK_ROW_LENGTH, stride / 4);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, data);
2015-09-26 10:07:48 +02:00
glUseProgram(m_image_program);
2015-09-26 10:07:48 +02:00
glBindVertexArray(m_image_vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
2015-09-26 10:07:48 +02:00
// TODO: implement OSD
// for (TextData& text : m_text)
// {
// }
m_text.clear();
2015-09-26 10:07:48 +02:00
GLInterface->Swap();
GLInterface->ClearCurrent();
2015-09-26 10:07:48 +02:00
}
int SWOGLWindow::PeekMessages()
{
return GLInterface->PeekMessages();
2015-09-26 10:07:48 +02:00
}