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authordegasus <wickmarkus@web.de>2015-10-09 09:25:09 +0200
committerdegasus <wickmarkus@web.de>2015-10-14 00:13:54 +0200
commitb69bff069055b32fc759d7722a773dc355c6b459 (patch)
treefe024db9e3eb34d9d1a23318c319f1ba9c086e31 /Source/Core/VideoBackends/Software/SWOGLWindow.cpp
parent61c3a0d9e45a587e8fb5e5770eb4db05386bed5f (diff)
VideoSW: Use OpenGL Core context
Diffstat (limited to 'Source/Core/VideoBackends/Software/SWOGLWindow.cpp')
-rw-r--r--Source/Core/VideoBackends/Software/SWOGLWindow.cpp79
1 files changed, 34 insertions, 45 deletions
diff --git a/Source/Core/VideoBackends/Software/SWOGLWindow.cpp b/Source/Core/VideoBackends/Software/SWOGLWindow.cpp
index c3a5d55941..be4ee68e32 100644
--- a/Source/Core/VideoBackends/Software/SWOGLWindow.cpp
+++ b/Source/Core/VideoBackends/Software/SWOGLWindow.cpp
@@ -14,7 +14,7 @@ void SWOGLWindow::Init(void *window_handle)
{
InitInterface();
GLInterface->SetMode(GLInterfaceMode::MODE_DETECT);
- if (!GLInterface->Create(window_handle, false))
+ if (!GLInterface->Create(window_handle))
{
INFO_LOG(VIDEO, "GLInterface::Create failed.");
}
@@ -42,39 +42,47 @@ void SWOGLWindow::Prepare()
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;
+ }
- static const char *fragShaderText =
- "#ifdef GL_ES\n"
- "precision highp float;\n"
- "#endif\n"
- "varying vec2 TexCoordOut;\n"
+ std::string frag_shader =
+ "in vec2 TexCoord;\n"
+ "out vec4 ColorOut;\n"
"uniform sampler2D Texture;\n"
"void main() {\n"
- " gl_FragColor = texture2D(Texture, TexCoordOut);\n"
+ " ColorOut = texture2D(Texture, TexCoord);\n"
"}\n";
- static const char *vertShaderText =
- "#ifdef GL_ES\n"
- "precision highp float;\n"
- "#endif\n"
- "attribute vec4 pos;\n"
- "attribute vec2 TexCoordIn;\n "
- "varying vec2 TexCoordOut;\n "
+
+ std::string vertex_shader =
+ "out vec2 TexCoord;\n"
"void main() {\n"
- " gl_Position = pos;\n"
- " TexCoordOut = TexCoordIn;\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";
- m_image_program = OpenGL_CompileProgram(vertShaderText, fragShaderText);
+ std::string header =
+ GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL ?
+ "#version 140\n"
+ :
+ "#version 300 es\n"
+ "precision highp float;\n";
- glUseProgram(m_image_program);
+ m_image_program = OpenGL_CompileProgram(header + vertex_shader, header + frag_shader);
- m_uni_tex = glGetUniformLocation(m_image_program, "Texture");
- m_attr_pos = glGetAttribLocation(m_image_program, "pos");
- m_attr_tex = glGetAttribLocation(m_image_program, "TexCoordIn");
+ glUseProgram(m_image_program);
- glUniform1i(m_uni_tex, 0);
+ glUniform1i(glGetUniformLocation(m_image_program, "Texture"), 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);
}
void SWOGLWindow::PrintText(const std::string& text, int x, int y, u32 color)
@@ -97,32 +105,13 @@ void SWOGLWindow::ShowImage(u8* data, int stride, int width, int height, float a
glBindTexture(GL_TEXTURE_2D, m_image_texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
- //glPixelStorei(GL_UNPACK_ROW_LENGTH, stride);
+ 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);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glUseProgram(m_image_program);
- static const GLfloat verts[4][2] = {
- { -1, -1}, // Left top
- { -1, 1}, // left bottom
- { 1, 1}, // right bottom
- { 1, -1} // right top
- };
- static const GLfloat texverts[4][2] = {
- {0, 1},
- {0, 0},
- {1, 0},
- {1, 1}
- };
-
- glVertexAttribPointer(m_attr_pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
- glVertexAttribPointer(m_attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts);
- glEnableVertexAttribArray(m_attr_pos);
- glEnableVertexAttribArray(m_attr_tex);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- glDisableVertexAttribArray(m_attr_pos);
- glDisableVertexAttribArray(m_attr_tex);
+
+ glBindVertexArray(m_image_vao);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// TODO: implement OSD
// for (TextData& text : m_text)