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authorSND\MaddTheSane_cp <SND\MaddTheSane_cp@e17a0e51-4ae3-4d35-97c3-1a29b211df97>2013-11-27 02:00:15 +0000
committerSND\MaddTheSane_cp <SND\MaddTheSane_cp@e17a0e51-4ae3-4d35-97c3-1a29b211df97>2013-11-27 02:00:15 +0000
commita4463d88e3a0b941bef85db712517b2d67de83b4 (patch)
tree854abd0278676d587b40b00b82db1e45a43c2d03 /macosx/plugins/DFXVideo/macsrc/GL2Code.m
parent26a39c749b337ef038a949447c5356ddaa0bc912 (diff)
downloadpcsxr-a4463d88e3a0b941bef85db712517b2d67de83b4.tar.gz
Apple seems to be really pushing OpenGL3, let’s see if I can make an OpenGL 3 context on the Software renderer.
We’ll begin by splitting up the renderers into different files. git-svn-id: https://pcsxr.svn.codeplex.com/svn/pcsxr@87979 e17a0e51-4ae3-4d35-97c3-1a29b211df97
Diffstat (limited to 'macosx/plugins/DFXVideo/macsrc/GL2Code.m')
-rw-r--r--macosx/plugins/DFXVideo/macsrc/GL2Code.m573
1 files changed, 573 insertions, 0 deletions
diff --git a/macosx/plugins/DFXVideo/macsrc/GL2Code.m b/macosx/plugins/DFXVideo/macsrc/GL2Code.m
new file mode 100644
index 00000000..427575c0
--- /dev/null
+++ b/macosx/plugins/DFXVideo/macsrc/GL2Code.m
@@ -0,0 +1,573 @@
+//
+// GL2Code.m
+// Pcsxr
+//
+// Created by C.W. Betts on 11/26/13.
+//
+//
+
+#import <Cocoa/Cocoa.h>
+#include <OpenGL/gl.h>
+#include <OpenGL/glext.h>
+#include <OpenGL/glu.h>
+#include <GLUT/glut.h>
+#import "PluginGLView.h"
+#import "SGPUPreferences.h"
+#include "externals.h"
+#undef BOOL
+#include "gpu.h"
+#include "swap.h"
+
+#include <time.h>
+extern time_t tStart;
+
+static int mylog2(int val)
+{
+ int i;
+ for (i=1; i<31; i++)
+ if (val <= (1 << i))
+ return (1 << i);
+
+ return -1;
+}
+
+
+@implementation PluginGLView (GL2)
+
+- (BOOL)setupOpenGL2
+{
+ const GLubyte * strExt;
+
+ // Init pixel format attribs
+ static const NSOpenGLPixelFormatAttribute attrs[] =
+ {
+ NSOpenGLPFAAccelerated,
+ NSOpenGLPFANoRecovery,
+ NSOpenGLPFADoubleBuffer,
+ 0
+ };
+
+ // Get pixel format from OpenGL
+ NSOpenGLPixelFormat* pixFmt = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
+ if (!pixFmt)
+ {
+ NSLog(@"No Accelerated OpenGL pixel format found\n");
+
+ static const NSOpenGLPixelFormatAttribute attrs2[] =
+ {
+ NSOpenGLPFANoRecovery,
+ 0
+ };
+
+ // Get pixel format from OpenGL
+ pixFmt = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs2];
+ if (!pixFmt) {
+ NSLog(@"No OpenGL pixel format found!\n");
+
+ return NO;
+ }
+ }
+
+ [self setPixelFormat:pixFmt];
+
+ /*
+ long swapInterval = 1 ;
+ [[self openGLContext]
+ setValues:&swapInterval
+ forParameter:NSOpenGLCPSwapInterval];
+ */
+ [glLock lock];
+ [[self openGLContext] makeCurrentContext];
+
+ // Init object members
+ strExt = glGetString (GL_EXTENSIONS);
+ texture_range = gluCheckExtension ((const unsigned char *)"GL_APPLE_texture_range", strExt) ? GL_TRUE : GL_FALSE;
+ texture_hint = GL_STORAGE_SHARED_APPLE ;
+ client_storage = gluCheckExtension ((const unsigned char *)"GL_APPLE_client_storage", strExt) ? GL_TRUE : GL_FALSE;
+ rect_texture = gluCheckExtension((const unsigned char *)"GL_EXT_texture_rectangle", strExt) ? GL_TRUE : GL_FALSE;
+
+ // Setup some basic OpenGL stuff
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ // Loads the shaders
+
+ if(isShaderEnabled()){
+ rect_texture = GL_FALSE;
+ // --- Params ---
+ shaderQuality = PSXShaderQuality();
+ vertexShader = [self loadShader:GL_VERTEX_SHADER location:PSXVertexShader()];
+ fragmentShader = [self loadShader:GL_FRAGMENT_SHADER location:PSXFragmentShader()];
+
+ //--- shader loading ---
+ program = glCreateProgram();
+ glAttachShader(program, vertexShader);
+ glAttachShader(program, fragmentShader);
+ glLinkProgram(program);
+ glUseProgram(program);
+ }
+
+
+ [NSOpenGLContext clearCurrentContext];
+ [glLock unlock];
+
+ image_width = 1024;
+ image_height = 512;
+ image_depth = 16;
+
+ image_type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
+ image_base = (GLubyte *) calloc(((IMAGE_COUNT * image_width * image_height) / 3) * 4, image_depth >> 3);
+ if (image_base == nil) {
+ return NO;
+ }
+
+ // Create and load textures for the first time
+ [self loadTexturesGL2:GL_TRUE];
+
+ // Init fps timer
+ //gettimeofday(&cycle_time, NULL);
+
+ drawBG = YES;
+
+ // Call for a redisplay
+ noDisplay = YES;
+ PSXDisplay.Disabled = 1;
+ [self setNeedsDisplay:YES];
+ return YES;
+}
+
+- (void)cleanupGL2
+{
+ int i;
+
+ [glLock lock];
+
+ [[self openGLContext] makeCurrentContext];
+ for(i = 0; i < IMAGE_COUNT; i++)
+ {
+ GLuint dt = i+1;
+ glDeleteTextures(1, &dt);
+ }
+ if(texture_range)
+ glTextureRangeAPPLE(GL_TEXTURE_RECTANGLE_EXT, IMAGE_COUNT * image_width * image_height * (image_depth >> 3), image_base);
+
+ [NSOpenGLContext clearCurrentContext];
+ [glLock unlock];
+
+ if (image_base)
+ free(image_base);
+
+}
+
+- (void)reshapeGL2
+{
+ NSOpenGLContext *oglContext = [self openGLContext];
+ NSRect rect;
+
+ [oglContext makeCurrentContext];
+ [oglContext update];
+
+ rect = [[oglContext view] bounds];
+
+ glViewport(0, 0, (int) rect.size.width, (int) rect.size.height);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ drawBG = YES;
+
+ [NSOpenGLContext clearCurrentContext];
+}
+
+- (void)renderScreenGL2
+{
+ int bufferIndex = whichImage;
+
+ if (1/*[glLock tryLock]*/) {
+ // Make this context current
+ [[self openGLContext] makeCurrentContext];
+
+ if (PSXDisplay.Disabled) {
+ glClear(GL_COLOR_BUFFER_BIT);
+ } else {
+ // Bind, update and draw new image
+ if(rect_texture && isShaderEnabled() == NO) // cant go in there if we use shaders
+ {
+ //printf("Texture Rectangle\n");
+ //glActiveTexture(bufferIndex+1);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_RECTANGLE_EXT, bufferIndex+1);
+
+
+
+ glTexSubImage2D(GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, image_width, image_height, GL_BGRA, image_type, image[bufferIndex]);
+
+
+ glBegin(GL_QUADS);
+ {
+ glTexCoord2f(0.0f, 0.0f);
+ glVertex2f(-1.0f, 1.0f);
+
+ glTexCoord2f(0.0f, image_height);
+ glVertex2f(-1.0f, -1.0f);
+
+ glTexCoord2f(image_width, image_height);
+ glVertex2f(1.0f, -1.0f);
+
+ glTexCoord2f(image_width, 0.0f);
+ glVertex2f(1.0f, 1.0f);
+ }
+ glEnd();
+ }
+ else
+ {
+ NSRect rect = [[[self openGLContext] view] bounds];
+ //printf("Texture 2D normale de taille : %d, %d sur un ecran : %f x %f \n",image_width,image_height,rect.size.width,rect.size.height);
+ //glActiveTexture(whichImage+1);
+ glBindTexture(GL_TEXTURE_2D, whichImage+1);
+
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, image_width2, image_height2, GL_BGRA, image_type, image[bufferIndex]);
+
+
+ if(isShaderEnabled()){
+ glUseProgram(program);
+
+ int loc = glGetUniformLocation(program, "OGL2Texture");
+ glUniform1i(loc,0);
+ int loc2 = glGetUniformLocation(program, "OGL2Param");
+ float param[4];
+ param[2] = shaderQuality;
+ param[0] = param[2] / image_width;
+ param[1] = param[2] / image_height;
+ //param[2]=2.0;
+ param[3] = 0.0;
+ int loc3 = glGetUniformLocation(program, "OGL2Size");
+ float size[4];
+ //NSRect rect = [[[self openGLContext] view] bounds];
+ size[0] = image_width;
+ size[1] = image_height;
+ size[2] = rect.size.width;
+ size[3] = rect.size.height;
+ int loc4 = glGetUniformLocation(program, "OGL2InvSize");
+ float invSize[4];
+ invSize[0] = 1.0/size[0];
+ invSize[1] = 1.0/size[1];
+ invSize[2] = 1.0/size[2];
+ invSize[3] = 1.0/size[3];
+ //invSize[4]=1.0/size[4]; //Did we goof here?
+ glUniform4fv(loc2, 1, param);
+ glUniform4fv(loc3, 1, size);
+ glUniform4fv(loc4, 1, invSize);
+ }
+
+ glBegin(GL_QUADS);
+ {
+ glTexCoord2f(0.0f, 0.0f);
+ glVertex2f(-1.0f, 1.0f);
+
+ glTexCoord2f(0.0f, image_ty);
+ glVertex2f(-1.0f, -1.0f);
+
+ glTexCoord2f(image_tx, image_ty);
+ glVertex2f(1.0f, -1.0f);
+
+ glTexCoord2f(image_tx, 0.0f);
+ glVertex2f(1.0f, 1.0f);
+ }
+ glEnd();
+ }
+ }
+
+ // FPS Display
+ if(ulKeybits&KEY_SHOWFPS)
+ {
+ int len, i;
+ if(szDebugText[0] && ((time(NULL) - tStart) < 2))
+ {
+ strlcpy(szDispBuf, szDebugText, 63);
+ }
+ else
+ {
+ szDebugText[0]=0;
+ if (szMenuBuf) {
+ strncat(szDispBuf, szMenuBuf, 63 - strlen(szDispBuf));
+ }
+ }
+
+ NSRect rect = [[[self openGLContext] view] bounds];
+ len = (int) strlen(szDispBuf);
+
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+
+ gluOrtho2D(0.0, rect.size.width, 0.0, rect.size.height);
+ glDisable(rect_texture ? GL_TEXTURE_RECTANGLE_EXT : GL_TEXTURE_2D);
+
+ glColor4f(0.0, 0.0, 0.0, 0.5);
+ glRasterPos2f(3.0, rect.size.height - 14.0);
+ for (i = 0; i < len; i++) {
+ glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, szDispBuf[i]);
+ }
+
+ glColor3f(1.0, 1.0, 1.0);
+ glRasterPos2f(2.0, rect.size.height - 13.0);
+ for (i = 0; i < len; i++) {
+ glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, szDispBuf[i]);
+ }
+
+ glEnable(rect_texture ? GL_TEXTURE_RECTANGLE_EXT : GL_TEXTURE_2D);
+ glPopMatrix();
+ }
+
+ //printProgramInfoLog(program);
+ //printf("\n\n\n");
+ [[self openGLContext] flushBuffer];
+ [NSOpenGLContext clearCurrentContext];
+ //[glLock unlock];
+ }
+}
+
+- (void)loadTexturesGL2:(GLboolean)first
+{
+ GLint i;
+ printf("Loading texture\n");
+ //[glLock lock];
+ [[self openGLContext] makeCurrentContext];
+
+ image_width = PreviousPSXDisplay.Range.x1;
+ image_height = PreviousPSXDisplay.DisplayMode.y;
+ if (PSXDisplay.RGB24) {
+ image_depth = 32;
+ image_type = GL_UNSIGNED_INT_8_8_8_8_REV;
+ } else {
+ image_depth = 16;
+ image_type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
+ //image_width >>= 1;
+ }
+
+ if (image_width * image_height * (image_depth >> 3) > ((1024*512*2)/3)*4)
+ printf("Fatal error: desired dimension are too large! (%ix%i %ibpp)\n",
+ image_width, image_height, image_depth);
+
+ for(i = 0; i < IMAGE_COUNT; i++)
+ image[i] = image_base + i * image_width * image_height * (image_depth >> 3);
+
+ if(rect_texture)
+ {
+ image_width2 = image_width;
+ image_height2 = image_height;
+ image_tx = (float)image_width;
+ image_ty = (float)image_height;
+
+ if(texture_range) glTextureRangeAPPLE(GL_TEXTURE_RECTANGLE_EXT, IMAGE_COUNT * image_width * image_height * (image_depth >> 3), image_base);
+ else glTextureRangeAPPLE(GL_TEXTURE_RECTANGLE_EXT, 0, NULL);
+
+ for(i = 0; i < IMAGE_COUNT; i++)
+ {
+ if(!first)
+ {
+ GLuint dt = i+1;
+ glDeleteTextures(1, &dt);
+ }
+
+ glDisable(GL_TEXTURE_2D);
+ glActiveTexture(GL_TEXTURE0);
+ glEnable(GL_TEXTURE_RECTANGLE_EXT);
+ glBindTexture(GL_TEXTURE_RECTANGLE_EXT, i+1);
+
+
+ glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_STORAGE_HINT_APPLE , texture_hint);
+ glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, client_storage);
+ glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+
+ glTexImage2D(GL_TEXTURE_RECTANGLE_EXT, 0, GL_RGBA, image_width,
+ image_height, 0, GL_BGRA, image_type, image[i]);
+ }
+ }
+ else
+ {
+ image_width2 = mylog2(image_width);
+ image_height2 = mylog2(image_height);
+ image_tx = (float)image_width/(float)image_width2;
+ image_ty = (float)image_height/(float)image_height2;
+
+ glTextureRangeAPPLE(GL_TEXTURE_RECTANGLE_EXT, 0, NULL);
+ if(texture_range) glTextureRangeAPPLE(GL_TEXTURE_2D, IMAGE_COUNT * image_width2 * image_height2 * (image_depth >> 3), image_base);
+ else glTextureRangeAPPLE(GL_TEXTURE_2D, 0, NULL);
+
+ for(i = 0; i < IMAGE_COUNT; i++)
+ {
+ if(!first)
+ {
+ GLuint dt = i+1;
+ glDeleteTextures(1, &dt);
+ }
+
+ glDisable(GL_TEXTURE_RECTANGLE_EXT);
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, i+1);
+
+ //if(texture_range) glTextureRangeAPPLE(GL_TEXTURE_2D, IMAGE_COUNT * image_width2 * image_height2 * (image_depth >> 3), image_base);
+ //else glTextureRangeAPPLE(GL_TEXTURE_2D, 0, NULL);
+
+ glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_STORAGE_HINT_APPLE , texture_hint);
+ glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, client_storage);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width2,
+ image_height2, 0, GL_BGRA, image_type, image[i]);
+ }
+ }
+
+ [NSOpenGLContext clearCurrentContext];
+ //[glLock unlock];
+}
+
+
+- (void)swapBufferGL2
+{
+
+ //printf("y=%i",PSXDisplay.DisplayPosition.y);
+
+ unsigned char * surf;
+ long x = PSXDisplay.DisplayPosition.x;
+ long y = PSXDisplay.DisplayPosition.y;
+ GLuint lu;
+ unsigned short row,column;
+ unsigned short dx=PreviousPSXDisplay.Range.x1;
+ unsigned short dy=PreviousPSXDisplay.DisplayMode.y;
+ long lPitch;
+
+ if ([glLock tryLock]) {
+ // make sure the texture area is ready to be written to
+ glFinishObjectAPPLE(GL_TEXTURE, 2-whichImage);
+
+ if ((image_width != PreviousPSXDisplay.Range.x1) ||
+ (image_height != PreviousPSXDisplay.DisplayMode.y) ||
+ ((PSXDisplay.RGB24 ? 32 : 16) != image_depth)) {
+ [self loadTexturesGL2:NO];
+ }
+
+ surf = image[1-whichImage];
+ lPitch=image_width2<<(image_depth >> 4);
+
+ if(PreviousPSXDisplay.Range.y0) // centering needed?
+ {
+ surf+=PreviousPSXDisplay.Range.y0*lPitch;
+ dy-=PreviousPSXDisplay.Range.y0;
+ }
+
+ if(PSXDisplay.RGB24)
+ {
+ unsigned char * pD;
+ size_t startxy;
+
+ surf+=PreviousPSXDisplay.Range.x0<<2;
+
+ for(column=0;column<dy;column++)
+ {
+ startxy = (1024 * (column + y)) + x;
+ pD = (unsigned char *)&psxVuw[startxy];
+
+ row = 0;
+ // make sure the reads are aligned
+ while ((intptr_t)pD & 0x3) {
+ *((unsigned long *)((surf)+(column*lPitch)+(row<<2))) =
+ (*(pD+0)<<16)|(*(pD+1)<<8)|*(pD+2);
+
+ pD+=3;
+ row++;
+ }
+
+ for(;row<dx;row+=4)
+ {
+ GLuint lu1 = *((GLuint *)pD);
+ GLuint lu2 = *((GLuint *)pD+1);
+ GLuint lu3 = *((GLuint *)pD+2);
+ GLuint *dst = ((GLuint *)((surf)+(column*lPitch)+(row<<2)));
+#ifdef __BIG_ENDIAN__
+ *(dst)=
+ (((lu1>>24)&0xff)<<16)|(((lu1>>16)&0xff)<<8)|(((lu1>>8)&0xff));
+ *(dst+1)=
+ (((lu1>>0)&0xff)<<16)|(((lu2>>24)&0xff)<<8)|(((lu2>>16)&0xff));
+ *(dst+2)=
+ (((lu2>>8)&0xff)<<16)|(((lu2>>0)&0xff)<<8)|(((lu3>>24)&0xff));
+ *(dst+3)=
+ (((lu3>>16)&0xff)<<16)|(((lu3>>8)&0xff)<<8)|(((lu3>>0)&0xff));
+#else
+ *(dst)=
+ (((lu1>>0)&0xff)<<16)|(((lu1>>8)&0xff)<<8)|(((lu1>>16)&0xff));
+ *(dst+1)=
+ (((lu1>>24)&0xff)<<16)|(((lu2>>0)&0xff)<<8)|(((lu2>>8)&0xff));
+ *(dst+2)=
+ (((lu2>>16)&0xff)<<16)|(((lu2>>24)&0xff)<<8)|(((lu3>>0)&0xff));
+ *(dst+3)=
+ (((lu3>>8)&0xff)<<16)|(((lu3>>16)&0xff)<<8)|(((lu3>>24)&0xff));
+#endif
+ pD+=12;
+ }
+
+ //for(;row<dx;row+=4)
+ /*while (pD&0x3) {
+ *((unsigned long *)((surf)+(column*lPitch)+(row<<2)))=
+ (*(pD+0)<<16)|(*(pD+1)<<8)|(*(pD+2)&0xff));
+ pD+=3;
+ row++;
+ }*/
+ }
+ }
+ else
+ {
+ long LineOffset,SurfOffset;
+ GLuint * SRCPtr = (GLuint *)(psxVuw + (y << 10) + x);
+ GLuint * DSTPtr =
+ ((GLuint *)surf) + (PreviousPSXDisplay.Range.x0 >> 1);
+
+ dx >>= 1;
+
+ LineOffset = 512 - dx;
+ SurfOffset = (lPitch >> 2) - dx;
+
+ for(column=0;column<dy;column++)
+ {
+ for(row=0;row<dx;row++)
+ {
+#ifdef __BIG_ENDIAN__
+ lu=GETLE16D(SRCPtr++);
+#else
+ lu=*SRCPtr++;
+#endif
+ *DSTPtr++=
+ ((lu << 10) & 0x7c007c00)|
+ ((lu) & 0x3e003e0)|
+ ((lu >> 10) & 0x1f001f);
+ }
+ SRCPtr += LineOffset;
+ DSTPtr += SurfOffset;
+ }
+ }
+
+ // Swap image buffer
+ whichImage = 1 - whichImage;
+
+ [self renderScreenGL2];
+ [glLock unlock];
+ }
+}
+
+
+@end