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// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <memory>
#include "Common/GL/GLContext.h"
#include "Common/GL/GLUtil.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/Software/SWOGLWindow.h"
#include "VideoBackends/Software/SWTexture.h"
SWOGLWindow::SWOGLWindow() = default;
SWOGLWindow::~SWOGLWindow()
{
if (m_gl_context)
{
m_gl_context->ClearCurrent();
m_gl_context->Shutdown();
}
}
std::unique_ptr<SWOGLWindow> SWOGLWindow::Create(const WindowSystemInfo& wsi)
{
std::unique_ptr<SWOGLWindow> window = std::unique_ptr<SWOGLWindow>(new SWOGLWindow());
if (!window->Initialize(wsi))
{
PanicAlert("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;
m_gl_context->MakeCurrent();
// Init extension support.
if (!GLExtensions::Init(m_gl_context.get()))
{
ERROR_LOG(VIDEO, "GLExtensions::Init failed!Does your video card support OpenGL 2.0?");
return false;
}
else if (GLExtensions::Version() < 310)
{
ERROR_LOG(VIDEO, "OpenGL Version %d 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::PrintText(const std::string& text, int x, int y, u32 color)
{
m_text.push_back({text, x, y, color});
}
void SWOGLWindow::ShowImage(AbstractTexture* image, const EFBRectangle& xfb_region)
{
SW::SWTexture* sw_image = static_cast<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());
glUseProgram(m_image_program);
glBindVertexArray(m_image_vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// TODO: implement OSD
// for (TextData& text : m_text)
// {
// }
m_text.clear();
m_gl_context->Swap();
}
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