Fix: Don't allow right-click to close world generation progress window. (#13084)
[openttd-github.git] / src / video / opengl.cpp
bloba7b43da31752c57a0c59c84041de36d798afa723
1 /*
2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6 */
8 /** @file opengl_v.cpp OpenGL video driver support. */
10 #include "../stdafx.h"
12 /* Define to disable buffer syncing. Will increase max fast forward FPS but produces artifacts. Mainly useful for performance testing. */
13 // #define NO_GL_BUFFER_SYNC
14 /* Define to allow software rendering backends. */
15 // #define GL_ALLOW_SOFTWARE_RENDERER
17 #if defined(_WIN32)
18 # include <windows.h>
19 #endif
21 #define GL_GLEXT_PROTOTYPES
22 #if defined(__APPLE__)
23 # define GL_SILENCE_DEPRECATION
24 # include <OpenGL/gl3.h>
25 #else
26 # include <GL/gl.h>
27 #endif
28 #include "../3rdparty/opengl/glext.h"
30 #include "opengl.h"
31 #include "../core/geometry_func.hpp"
32 #include "../core/mem_func.hpp"
33 #include "../core/math_func.hpp"
34 #include "../core/mem_func.hpp"
35 #include "../gfx_func.h"
36 #include "../debug.h"
37 #include "../blitter/factory.hpp"
38 #include "../zoom_func.h"
40 #include "../table/opengl_shader.h"
41 #include "../table/sprites.h"
44 #include "../safeguards.h"
47 /* Define function pointers of all OpenGL functions that we load dynamically. */
49 #define GL(function) static decltype(&function) _ ## function
51 GL(glGetString);
52 GL(glGetIntegerv);
53 GL(glGetError);
54 GL(glDebugMessageControl);
55 GL(glDebugMessageCallback);
57 GL(glDisable);
58 GL(glEnable);
59 GL(glViewport);
60 GL(glClear);
61 GL(glClearColor);
62 GL(glBlendFunc);
63 GL(glDrawArrays);
65 GL(glTexImage1D);
66 GL(glTexImage2D);
67 GL(glTexParameteri);
68 GL(glTexSubImage1D);
69 GL(glTexSubImage2D);
70 GL(glBindTexture);
71 GL(glDeleteTextures);
72 GL(glGenTextures);
73 GL(glPixelStorei);
75 GL(glActiveTexture);
77 GL(glGenBuffers);
78 GL(glDeleteBuffers);
79 GL(glBindBuffer);
80 GL(glBufferData);
81 GL(glBufferSubData);
82 GL(glMapBuffer);
83 GL(glUnmapBuffer);
84 GL(glClearBufferSubData);
86 GL(glBufferStorage);
87 GL(glMapBufferRange);
88 GL(glClientWaitSync);
89 GL(glFenceSync);
90 GL(glDeleteSync);
92 GL(glGenVertexArrays);
93 GL(glDeleteVertexArrays);
94 GL(glBindVertexArray);
96 GL(glCreateProgram);
97 GL(glDeleteProgram);
98 GL(glLinkProgram);
99 GL(glUseProgram);
100 GL(glGetProgramiv);
101 GL(glGetProgramInfoLog);
102 GL(glCreateShader);
103 GL(glDeleteShader);
104 GL(glShaderSource);
105 GL(glCompileShader);
106 GL(glAttachShader);
107 GL(glGetShaderiv);
108 GL(glGetShaderInfoLog);
109 GL(glGetUniformLocation);
110 GL(glUniform1i);
111 GL(glUniform1f);
112 GL(glUniform2f);
113 GL(glUniform4f);
115 GL(glGetAttribLocation);
116 GL(glEnableVertexAttribArray);
117 GL(glDisableVertexAttribArray);
118 GL(glVertexAttribPointer);
119 GL(glBindFragDataLocation);
121 #undef GL
124 /** A simple 2D vertex with just position and texture. */
125 struct Simple2DVertex {
126 float x, y;
127 float u, v;
130 /** Maximum number of cursor sprites to cache. */
131 static const int MAX_CACHED_CURSORS = 48;
133 /* static */ OpenGLBackend *OpenGLBackend::instance = nullptr;
135 GetOGLProcAddressProc GetOGLProcAddress;
138 * Find a substring in a string made of space delimited elements. The substring
139 * has to match the complete element, partial matches don't count.
140 * @param string List of space delimited elements.
141 * @param substring Substring to find.
142 * @return Pointer to the start of the match or nullptr if the substring is not present.
144 const char *FindStringInExtensionList(const char *string, const char *substring)
146 while (true) {
147 /* Is the extension string present at all? */
148 const char *pos = strstr(string, substring);
149 if (pos == nullptr) break;
151 /* Is this a real match, i.e. are the chars before and after the matched string
152 * indeed spaces (or the start or end of the string, respectively)? */
153 const char *end = pos + strlen(substring);
154 if ((pos == string || pos[-1] == ' ') && (*end == ' ' || *end == '\0')) return pos;
156 /* False hit, try again for the remaining string. */
157 string = end;
160 return nullptr;
164 * Check if an OpenGL extension is supported by the current context.
165 * @param extension The extension string to test.
166 * @return True if the extension is supported, false if not.
168 static bool IsOpenGLExtensionSupported(const char *extension)
170 static PFNGLGETSTRINGIPROC glGetStringi = nullptr;
171 static bool glGetStringi_loaded = false;
173 /* Starting with OpenGL 3.0 the preferred API to get the extensions
174 * has changed. Try to load the required function once. */
175 if (!glGetStringi_loaded) {
176 if (IsOpenGLVersionAtLeast(3, 0)) glGetStringi = (PFNGLGETSTRINGIPROC)GetOGLProcAddress("glGetStringi");
177 glGetStringi_loaded = true;
180 if (glGetStringi != nullptr) {
181 /* New style: Each supported extension can be queried and compared independently. */
182 GLint num_exts;
183 _glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts);
185 for (GLint i = 0; i < num_exts; i++) {
186 const char *entry = (const char *)glGetStringi(GL_EXTENSIONS, i);
187 if (strcmp(entry, extension) == 0) return true;
189 } else {
190 /* Old style: A single, space-delimited string for all extensions. */
191 return FindStringInExtensionList((const char *)_glGetString(GL_EXTENSIONS), extension) != nullptr;
194 return false;
197 static uint8_t _gl_major_ver = 0; ///< Major OpenGL version.
198 static uint8_t _gl_minor_ver = 0; ///< Minor OpenGL version.
201 * Check if the current OpenGL version is equal or higher than a given one.
202 * @param major Minimal major version.
203 * @param minor Minimal minor version.
204 * @pre OpenGL was initialized.
205 * @return True if the OpenGL version is equal or higher than the requested one.
207 bool IsOpenGLVersionAtLeast(uint8_t major, uint8_t minor)
209 return (_gl_major_ver > major) || (_gl_major_ver == major && _gl_minor_ver >= minor);
213 * Try loading an OpenGL function.
214 * @tparam F Type of the function pointer.
215 * @param f Reference where to store the function pointer in.
216 * @param name Name of the function.
217 * @return True if the function could be bound.
219 template <typename F>
220 static bool BindGLProc(F &f, const char *name)
222 f = reinterpret_cast<F>(GetOGLProcAddress(name));
223 return f != nullptr;
226 /** Bind basic information functions. */
227 static bool BindBasicInfoProcs()
229 if (!BindGLProc(_glGetString, "glGetString")) return false;
230 if (!BindGLProc(_glGetIntegerv, "glGetIntegerv")) return false;
231 if (!BindGLProc(_glGetError, "glGetError")) return false;
233 return true;
236 /** Bind OpenGL 1.0 and 1.1 functions. */
237 static bool BindBasicOpenGLProcs()
239 if (!BindGLProc(_glDisable, "glDisable")) return false;
240 if (!BindGLProc(_glEnable, "glEnable")) return false;
241 if (!BindGLProc(_glViewport, "glViewport")) return false;
242 if (!BindGLProc(_glTexImage1D, "glTexImage1D")) return false;
243 if (!BindGLProc(_glTexImage2D, "glTexImage2D")) return false;
244 if (!BindGLProc(_glTexParameteri, "glTexParameteri")) return false;
245 if (!BindGLProc(_glTexSubImage1D, "glTexSubImage1D")) return false;
246 if (!BindGLProc(_glTexSubImage2D, "glTexSubImage2D")) return false;
247 if (!BindGLProc(_glBindTexture, "glBindTexture")) return false;
248 if (!BindGLProc(_glDeleteTextures, "glDeleteTextures")) return false;
249 if (!BindGLProc(_glGenTextures, "glGenTextures")) return false;
250 if (!BindGLProc(_glPixelStorei, "glPixelStorei")) return false;
251 if (!BindGLProc(_glClear, "glClear")) return false;
252 if (!BindGLProc(_glClearColor, "glClearColor")) return false;
253 if (!BindGLProc(_glBlendFunc, "glBlendFunc")) return false;
254 if (!BindGLProc(_glDrawArrays, "glDrawArrays")) return false;
256 return true;
259 /** Bind texture-related extension functions. */
260 static bool BindTextureExtensions()
262 if (IsOpenGLVersionAtLeast(1, 3)) {
263 if (!BindGLProc(_glActiveTexture, "glActiveTexture")) return false;
264 } else {
265 if (!BindGLProc(_glActiveTexture, "glActiveTextureARB")) return false;
268 return true;
271 /** Bind vertex buffer object extension functions. */
272 static bool BindVBOExtension()
274 if (IsOpenGLVersionAtLeast(1, 5)) {
275 if (!BindGLProc(_glGenBuffers, "glGenBuffers")) return false;
276 if (!BindGLProc(_glDeleteBuffers, "glDeleteBuffers")) return false;
277 if (!BindGLProc(_glBindBuffer, "glBindBuffer")) return false;
278 if (!BindGLProc(_glBufferData, "glBufferData")) return false;
279 if (!BindGLProc(_glBufferSubData, "glBufferSubData")) return false;
280 if (!BindGLProc(_glMapBuffer, "glMapBuffer")) return false;
281 if (!BindGLProc(_glUnmapBuffer, "glUnmapBuffer")) return false;
282 } else {
283 if (!BindGLProc(_glGenBuffers, "glGenBuffersARB")) return false;
284 if (!BindGLProc(_glDeleteBuffers, "glDeleteBuffersARB")) return false;
285 if (!BindGLProc(_glBindBuffer, "glBindBufferARB")) return false;
286 if (!BindGLProc(_glBufferData, "glBufferDataARB")) return false;
287 if (!BindGLProc(_glBufferSubData, "glBufferSubDataARB")) return false;
288 if (!BindGLProc(_glMapBuffer, "glMapBufferARB")) return false;
289 if (!BindGLProc(_glUnmapBuffer, "glUnmapBufferARB")) return false;
292 if (IsOpenGLVersionAtLeast(4, 3) || IsOpenGLExtensionSupported("GL_ARB_clear_buffer_object")) {
293 BindGLProc(_glClearBufferSubData, "glClearBufferSubData");
294 } else {
295 _glClearBufferSubData = nullptr;
298 return true;
301 /** Bind vertex array object extension functions. */
302 static bool BindVBAExtension()
304 /* The APPLE and ARB variants have different semantics (that don't matter for us).
305 * Successfully getting pointers to one variant doesn't mean it is supported for
306 * the current context. Always check the extension strings as well. */
307 if (IsOpenGLVersionAtLeast(3, 0) || IsOpenGLExtensionSupported("GL_ARB_vertex_array_object")) {
308 if (!BindGLProc(_glGenVertexArrays, "glGenVertexArrays")) return false;
309 if (!BindGLProc(_glDeleteVertexArrays, "glDeleteVertexArrays")) return false;
310 if (!BindGLProc(_glBindVertexArray, "glBindVertexArray")) return false;
311 } else if (IsOpenGLExtensionSupported("GL_APPLE_vertex_array_object")) {
312 if (!BindGLProc(_glGenVertexArrays, "glGenVertexArraysAPPLE")) return false;
313 if (!BindGLProc(_glDeleteVertexArrays, "glDeleteVertexArraysAPPLE")) return false;
314 if (!BindGLProc(_glBindVertexArray, "glBindVertexArrayAPPLE")) return false;
317 return true;
320 /** Bind extension functions for shader support. */
321 static bool BindShaderExtensions()
323 if (IsOpenGLVersionAtLeast(2, 0)) {
324 if (!BindGLProc(_glCreateProgram, "glCreateProgram")) return false;
325 if (!BindGLProc(_glDeleteProgram, "glDeleteProgram")) return false;
326 if (!BindGLProc(_glLinkProgram, "glLinkProgram")) return false;
327 if (!BindGLProc(_glUseProgram, "glUseProgram")) return false;
328 if (!BindGLProc(_glGetProgramiv, "glGetProgramiv")) return false;
329 if (!BindGLProc(_glGetProgramInfoLog, "glGetProgramInfoLog")) return false;
330 if (!BindGLProc(_glCreateShader, "glCreateShader")) return false;
331 if (!BindGLProc(_glDeleteShader, "glDeleteShader")) return false;
332 if (!BindGLProc(_glShaderSource, "glShaderSource")) return false;
333 if (!BindGLProc(_glCompileShader, "glCompileShader")) return false;
334 if (!BindGLProc(_glAttachShader, "glAttachShader")) return false;
335 if (!BindGLProc(_glGetShaderiv, "glGetShaderiv")) return false;
336 if (!BindGLProc(_glGetShaderInfoLog, "glGetShaderInfoLog")) return false;
337 if (!BindGLProc(_glGetUniformLocation, "glGetUniformLocation")) return false;
338 if (!BindGLProc(_glUniform1i, "glUniform1i")) return false;
339 if (!BindGLProc(_glUniform1f, "glUniform1f")) return false;
340 if (!BindGLProc(_glUniform2f, "glUniform2f")) return false;
341 if (!BindGLProc(_glUniform4f, "glUniform4f")) return false;
343 if (!BindGLProc(_glGetAttribLocation, "glGetAttribLocation")) return false;
344 if (!BindGLProc(_glEnableVertexAttribArray, "glEnableVertexAttribArray")) return false;
345 if (!BindGLProc(_glDisableVertexAttribArray, "glDisableVertexAttribArray")) return false;
346 if (!BindGLProc(_glVertexAttribPointer, "glVertexAttribPointer")) return false;
347 } else {
348 /* In the ARB extension programs and shaders are in the same object space. */
349 if (!BindGLProc(_glCreateProgram, "glCreateProgramObjectARB")) return false;
350 if (!BindGLProc(_glDeleteProgram, "glDeleteObjectARB")) return false;
351 if (!BindGLProc(_glLinkProgram, "glLinkProgramARB")) return false;
352 if (!BindGLProc(_glUseProgram, "glUseProgramObjectARB")) return false;
353 if (!BindGLProc(_glGetProgramiv, "glGetObjectParameterivARB")) return false;
354 if (!BindGLProc(_glGetProgramInfoLog, "glGetInfoLogARB")) return false;
355 if (!BindGLProc(_glCreateShader, "glCreateShaderObjectARB")) return false;
356 if (!BindGLProc(_glDeleteShader, "glDeleteObjectARB")) return false;
357 if (!BindGLProc(_glShaderSource, "glShaderSourceARB")) return false;
358 if (!BindGLProc(_glCompileShader, "glCompileShaderARB")) return false;
359 if (!BindGLProc(_glAttachShader, "glAttachObjectARB")) return false;
360 if (!BindGLProc(_glGetShaderiv, "glGetObjectParameterivARB")) return false;
361 if (!BindGLProc(_glGetShaderInfoLog, "glGetInfoLogARB")) return false;
362 if (!BindGLProc(_glGetUniformLocation, "glGetUniformLocationARB")) return false;
363 if (!BindGLProc(_glUniform1i, "glUniform1iARB")) return false;
364 if (!BindGLProc(_glUniform1f, "glUniform1fARB")) return false;
365 if (!BindGLProc(_glUniform2f, "glUniform2fARB")) return false;
366 if (!BindGLProc(_glUniform4f, "glUniform4fARB")) return false;
368 if (!BindGLProc(_glGetAttribLocation, "glGetAttribLocationARB")) return false;
369 if (!BindGLProc(_glEnableVertexAttribArray, "glEnableVertexAttribArrayARB")) return false;
370 if (!BindGLProc(_glDisableVertexAttribArray, "glDisableVertexAttribArrayARB")) return false;
371 if (!BindGLProc(_glVertexAttribPointer, "glVertexAttribPointerARB")) return false;
374 /* Bind functions only needed when using GLSL 1.50 shaders. */
375 if (IsOpenGLVersionAtLeast(3, 0)) {
376 BindGLProc(_glBindFragDataLocation, "glBindFragDataLocation");
377 } else if (IsOpenGLExtensionSupported("GL_EXT_gpu_shader4")) {
378 BindGLProc(_glBindFragDataLocation, "glBindFragDataLocationEXT");
379 } else {
380 _glBindFragDataLocation = nullptr;
383 return true;
386 /** Bind extension functions for persistent buffer mapping. */
387 static bool BindPersistentBufferExtensions()
389 /* Optional functions for persistent buffer mapping. */
390 if (IsOpenGLVersionAtLeast(3, 0)) {
391 if (!BindGLProc(_glMapBufferRange, "glMapBufferRange")) return false;
393 if (IsOpenGLVersionAtLeast(4, 4) || IsOpenGLExtensionSupported("GL_ARB_buffer_storage")) {
394 if (!BindGLProc(_glBufferStorage, "glBufferStorage")) return false;
396 #ifndef NO_GL_BUFFER_SYNC
397 if (IsOpenGLVersionAtLeast(3, 2) || IsOpenGLExtensionSupported("GL_ARB_sync")) {
398 if (!BindGLProc(_glClientWaitSync, "glClientWaitSync")) return false;
399 if (!BindGLProc(_glFenceSync, "glFenceSync")) return false;
400 if (!BindGLProc(_glDeleteSync, "glDeleteSync")) return false;
402 #endif
404 return true;
407 /** Callback to receive OpenGL debug messages. */
408 void APIENTRY DebugOutputCallback([[maybe_unused]] GLenum source, GLenum type, [[maybe_unused]] GLuint id, GLenum severity, [[maybe_unused]] GLsizei length, const GLchar *message, [[maybe_unused]] const void *userParam)
410 /* Make severity human readable. */
411 const char *severity_str = "";
412 switch (severity) {
413 case GL_DEBUG_SEVERITY_HIGH: severity_str = "high"; break;
414 case GL_DEBUG_SEVERITY_MEDIUM: severity_str = "medium"; break;
415 case GL_DEBUG_SEVERITY_LOW: severity_str = "low"; break;
418 /* Make type human readable.*/
419 const char *type_str = "Other";
420 switch (type) {
421 case GL_DEBUG_TYPE_ERROR: type_str = "Error"; break;
422 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: type_str = "Deprecated"; break;
423 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: type_str = "Undefined behaviour"; break;
424 case GL_DEBUG_TYPE_PERFORMANCE: type_str = "Performance"; break;
425 case GL_DEBUG_TYPE_PORTABILITY: type_str = "Portability"; break;
428 Debug(driver, 6, "OpenGL: {} ({}) - {}", type_str, severity_str, message);
431 /** Enable OpenGL debug messages if supported. */
432 void SetupDebugOutput()
434 #ifndef NO_DEBUG_MESSAGES
435 if (_debug_driver_level < 6) return;
437 if (IsOpenGLVersionAtLeast(4, 3)) {
438 BindGLProc(_glDebugMessageControl, "glDebugMessageControl");
439 BindGLProc(_glDebugMessageCallback, "glDebugMessageCallback");
440 } else if (IsOpenGLExtensionSupported("GL_ARB_debug_output")) {
441 BindGLProc(_glDebugMessageControl, "glDebugMessageControlARB");
442 BindGLProc(_glDebugMessageCallback, "glDebugMessageCallbackARB");
445 if (_glDebugMessageControl != nullptr && _glDebugMessageCallback != nullptr) {
446 /* Enable debug output. As synchronous debug output costs performance, we only enable it with a high debug level. */
447 _glEnable(GL_DEBUG_OUTPUT);
448 if (_debug_driver_level >= 8) _glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
450 _glDebugMessageCallback(&DebugOutputCallback, nullptr);
451 /* Enable all messages on highest debug level.*/
452 _glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, _debug_driver_level >= 9 ? GL_TRUE : GL_FALSE);
453 /* Get debug messages for errors and undefined/deprecated behaviour. */
454 _glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
455 _glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
456 _glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
458 #endif
462 * Create and initialize the singleton back-end class.
463 * @param get_proc Callback to get an OpenGL function from the OS driver.
464 * @param screen_res Current display resolution.
465 * @return std::nullopt on success, error message otherwise.
467 /* static */ std::optional<std::string_view> OpenGLBackend::Create(GetOGLProcAddressProc get_proc, const Dimension &screen_res)
469 if (OpenGLBackend::instance != nullptr) OpenGLBackend::Destroy();
471 GetOGLProcAddress = get_proc;
473 OpenGLBackend::instance = new OpenGLBackend();
474 return OpenGLBackend::instance->Init(screen_res);
478 * Free resources and destroy singleton back-end class.
480 /* static */ void OpenGLBackend::Destroy()
482 delete OpenGLBackend::instance;
483 OpenGLBackend::instance = nullptr;
487 * Construct OpenGL back-end class.
489 OpenGLBackend::OpenGLBackend() : cursor_cache(MAX_CACHED_CURSORS)
494 * Free allocated resources.
496 OpenGLBackend::~OpenGLBackend()
498 if (_glDeleteProgram != nullptr) {
499 _glDeleteProgram(this->remap_program);
500 _glDeleteProgram(this->vid_program);
501 _glDeleteProgram(this->pal_program);
502 _glDeleteProgram(this->sprite_program);
504 if (_glDeleteVertexArrays != nullptr) _glDeleteVertexArrays(1, &this->vao_quad);
505 if (_glDeleteBuffers != nullptr) {
506 _glDeleteBuffers(1, &this->vbo_quad);
507 _glDeleteBuffers(1, &this->vid_pbo);
508 _glDeleteBuffers(1, &this->anim_pbo);
510 if (_glDeleteTextures != nullptr) {
511 this->InternalClearCursorCache();
512 OpenGLSprite::Destroy();
514 _glDeleteTextures(1, &this->vid_texture);
515 _glDeleteTextures(1, &this->anim_texture);
516 _glDeleteTextures(1, &this->pal_texture);
521 * Check for the needed OpenGL functionality and allocate all resources.
522 * @param screen_res Current display resolution.
523 * @return Error string or std::nullopt if successful.
525 std::optional<std::string_view> OpenGLBackend::Init(const Dimension &screen_res)
527 if (!BindBasicInfoProcs()) return "OpenGL not supported";
529 /* Always query the supported OpenGL version as the current context might have changed. */
530 const char *ver = (const char *)_glGetString(GL_VERSION);
531 const char *vend = (const char *)_glGetString(GL_VENDOR);
532 const char *renderer = (const char *)_glGetString(GL_RENDERER);
534 if (ver == nullptr || vend == nullptr || renderer == nullptr) return "OpenGL not supported";
536 Debug(driver, 1, "OpenGL driver: {} - {} ({})", vend, renderer, ver);
538 #ifndef GL_ALLOW_SOFTWARE_RENDERER
539 /* Don't use MESA software rendering backends as they are slower than
540 * just using a non-OpenGL video driver. */
541 if (strncmp(renderer, "llvmpipe", 8) == 0 || strncmp(renderer, "softpipe", 8) == 0) return "Software renderer detected, not using OpenGL";
542 #endif
544 const char *minor = strchr(ver, '.');
545 _gl_major_ver = atoi(ver);
546 _gl_minor_ver = minor != nullptr ? atoi(minor + 1) : 0;
548 #ifdef _WIN32
549 /* Old drivers on Windows (especially if made by Intel) seem to be
550 * unstable, so cull the oldest stuff here. */
551 if (!IsOpenGLVersionAtLeast(3, 2)) return "Need at least OpenGL version 3.2 on Windows";
552 #endif
554 if (!BindBasicOpenGLProcs()) return "Failed to bind basic OpenGL functions.";
556 SetupDebugOutput();
558 /* OpenGL 1.3 is the absolute minimum. */
559 if (!IsOpenGLVersionAtLeast(1, 3)) return "OpenGL version >= 1.3 required";
560 /* Check for non-power-of-two texture support. */
561 if (!IsOpenGLVersionAtLeast(2, 0) && !IsOpenGLExtensionSupported("GL_ARB_texture_non_power_of_two")) return "Non-power-of-two textures not supported";
562 /* Check for single element texture formats. */
563 if (!IsOpenGLVersionAtLeast(3, 0) && !IsOpenGLExtensionSupported("GL_ARB_texture_rg")) return "Single element texture formats not supported";
564 if (!BindTextureExtensions()) return "Failed to bind texture extension functions";
565 /* Check for vertex buffer objects. */
566 if (!IsOpenGLVersionAtLeast(1, 5) && !IsOpenGLExtensionSupported("ARB_vertex_buffer_object")) return "Vertex buffer objects not supported";
567 if (!BindVBOExtension()) return "Failed to bind VBO extension functions";
568 /* Check for pixel buffer objects. */
569 if (!IsOpenGLVersionAtLeast(2, 1) && !IsOpenGLExtensionSupported("GL_ARB_pixel_buffer_object")) return "Pixel buffer objects not supported";
570 /* Check for vertex array objects. */
571 if (!IsOpenGLVersionAtLeast(3, 0) && (!IsOpenGLExtensionSupported("GL_ARB_vertex_array_object") || !IsOpenGLExtensionSupported("GL_APPLE_vertex_array_object"))) return "Vertex array objects not supported";
572 if (!BindVBAExtension()) return "Failed to bind VBA extension functions";
573 /* Check for shader objects. */
574 if (!IsOpenGLVersionAtLeast(2, 0) && (!IsOpenGLExtensionSupported("GL_ARB_shader_objects") || !IsOpenGLExtensionSupported("GL_ARB_fragment_shader") || !IsOpenGLExtensionSupported("GL_ARB_vertex_shader"))) return "No shader support";
575 if (!BindShaderExtensions()) return "Failed to bind shader extension functions";
576 if (IsOpenGLVersionAtLeast(3, 2) && _glBindFragDataLocation == nullptr) return "OpenGL claims to support version 3.2 but doesn't have glBindFragDataLocation";
578 this->persistent_mapping_supported = IsOpenGLVersionAtLeast(3, 0) && (IsOpenGLVersionAtLeast(4, 4) || IsOpenGLExtensionSupported("GL_ARB_buffer_storage"));
579 #ifndef NO_GL_BUFFER_SYNC
580 this->persistent_mapping_supported = this->persistent_mapping_supported && (IsOpenGLVersionAtLeast(3, 2) || IsOpenGLExtensionSupported("GL_ARB_sync"));
581 #endif
583 if (this->persistent_mapping_supported && !BindPersistentBufferExtensions()) {
584 Debug(driver, 1, "OpenGL claims to support persistent buffer mapping but doesn't export all functions, not using persistent mapping.");
585 this->persistent_mapping_supported = false;
587 if (this->persistent_mapping_supported) Debug(driver, 3, "OpenGL: Using persistent buffer mapping");
589 /* Check maximum texture size against screen resolution. */
590 GLint max_tex_size = 0;
591 _glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_tex_size);
592 if (std::max(screen_res.width, screen_res.height) > (uint)max_tex_size) return "Max supported texture size is too small";
594 /* Check available texture units. */
595 GLint max_tex_units = 0;
596 _glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_tex_units);
597 if (max_tex_units < 4) return "Not enough simultaneous textures supported";
599 Debug(driver, 2, "OpenGL shading language version: {}, texture units = {}", (const char *)_glGetString(GL_SHADING_LANGUAGE_VERSION), (int)max_tex_units);
601 if (!this->InitShaders()) return "Failed to initialize shaders";
603 /* Setup video buffer texture. */
604 _glGenTextures(1, &this->vid_texture);
605 _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
606 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
607 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
608 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
609 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
610 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
611 _glBindTexture(GL_TEXTURE_2D, 0);
612 if (_glGetError() != GL_NO_ERROR) return "Can't generate video buffer texture";
614 /* Setup video buffer texture. */
615 _glGenTextures(1, &this->anim_texture);
616 _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
617 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
618 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
619 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
620 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
621 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
622 _glBindTexture(GL_TEXTURE_2D, 0);
623 if (_glGetError() != GL_NO_ERROR) return "Can't generate animation buffer texture";
625 /* Setup palette texture. */
626 _glGenTextures(1, &this->pal_texture);
627 _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
628 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
629 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
630 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0);
631 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
632 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
633 _glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, 256, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
634 _glBindTexture(GL_TEXTURE_1D, 0);
635 if (_glGetError() != GL_NO_ERROR) return "Can't generate palette lookup texture";
637 /* Bind uniforms in rendering shader program. */
638 GLint tex_location = _glGetUniformLocation(this->vid_program, "colour_tex");
639 GLint palette_location = _glGetUniformLocation(this->vid_program, "palette");
640 GLint sprite_location = _glGetUniformLocation(this->vid_program, "sprite");
641 GLint screen_location = _glGetUniformLocation(this->vid_program, "screen");
642 _glUseProgram(this->vid_program);
643 _glUniform1i(tex_location, 0); // Texture unit 0.
644 _glUniform1i(palette_location, 1); // Texture unit 1.
645 /* Values that result in no transform. */
646 _glUniform4f(sprite_location, 0.0f, 0.0f, 1.0f, 1.0f);
647 _glUniform2f(screen_location, 1.0f, 1.0f);
649 /* Bind uniforms in palette rendering shader program. */
650 tex_location = _glGetUniformLocation(this->pal_program, "colour_tex");
651 palette_location = _glGetUniformLocation(this->pal_program, "palette");
652 sprite_location = _glGetUniformLocation(this->pal_program, "sprite");
653 screen_location = _glGetUniformLocation(this->pal_program, "screen");
654 _glUseProgram(this->pal_program);
655 _glUniform1i(tex_location, 0); // Texture unit 0.
656 _glUniform1i(palette_location, 1); // Texture unit 1.
657 _glUniform4f(sprite_location, 0.0f, 0.0f, 1.0f, 1.0f);
658 _glUniform2f(screen_location, 1.0f, 1.0f);
660 /* Bind uniforms in remap shader program. */
661 tex_location = _glGetUniformLocation(this->remap_program, "colour_tex");
662 palette_location = _glGetUniformLocation(this->remap_program, "palette");
663 GLint remap_location = _glGetUniformLocation(this->remap_program, "remap_tex");
664 this->remap_sprite_loc = _glGetUniformLocation(this->remap_program, "sprite");
665 this->remap_screen_loc = _glGetUniformLocation(this->remap_program, "screen");
666 this->remap_zoom_loc = _glGetUniformLocation(this->remap_program, "zoom");
667 this->remap_rgb_loc = _glGetUniformLocation(this->remap_program, "rgb");
668 _glUseProgram(this->remap_program);
669 _glUniform1i(tex_location, 0); // Texture unit 0.
670 _glUniform1i(palette_location, 1); // Texture unit 1.
671 _glUniform1i(remap_location, 2); // Texture unit 2.
673 /* Bind uniforms in sprite shader program. */
674 tex_location = _glGetUniformLocation(this->sprite_program, "colour_tex");
675 palette_location = _glGetUniformLocation(this->sprite_program, "palette");
676 remap_location = _glGetUniformLocation(this->sprite_program, "remap_tex");
677 GLint pal_location = _glGetUniformLocation(this->sprite_program, "pal");
678 this->sprite_sprite_loc = _glGetUniformLocation(this->sprite_program, "sprite");
679 this->sprite_screen_loc = _glGetUniformLocation(this->sprite_program, "screen");
680 this->sprite_zoom_loc = _glGetUniformLocation(this->sprite_program, "zoom");
681 this->sprite_rgb_loc = _glGetUniformLocation(this->sprite_program, "rgb");
682 this->sprite_crash_loc = _glGetUniformLocation(this->sprite_program, "crash");
683 _glUseProgram(this->sprite_program);
684 _glUniform1i(tex_location, 0); // Texture unit 0.
685 _glUniform1i(palette_location, 1); // Texture unit 1.
686 _glUniform1i(remap_location, 2); // Texture unit 2.
687 _glUniform1i(pal_location, 3); // Texture unit 3.
688 (void)_glGetError(); // Clear errors.
690 /* Create pixel buffer object as video buffer storage. */
691 _glGenBuffers(1, &this->vid_pbo);
692 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
693 _glGenBuffers(1, &this->anim_pbo);
694 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
695 if (_glGetError() != GL_NO_ERROR) return "Can't allocate pixel buffer for video buffer";
697 /* Prime vertex buffer with a full-screen quad and store
698 * the corresponding state in a vertex array object. */
699 static const Simple2DVertex vert_array[] = {
700 // x y u v
701 { 1.f, -1.f, 1.f, 1.f },
702 { 1.f, 1.f, 1.f, 0.f },
703 { -1.f, -1.f, 0.f, 1.f },
704 { -1.f, 1.f, 0.f, 0.f },
707 /* Create VAO. */
708 _glGenVertexArrays(1, &this->vao_quad);
709 _glBindVertexArray(this->vao_quad);
711 /* Create and fill VBO. */
712 _glGenBuffers(1, &this->vbo_quad);
713 _glBindBuffer(GL_ARRAY_BUFFER, this->vbo_quad);
714 _glBufferData(GL_ARRAY_BUFFER, sizeof(vert_array), vert_array, GL_STATIC_DRAW);
715 if (_glGetError() != GL_NO_ERROR) return "Can't generate VBO for fullscreen quad";
717 /* Set vertex state. */
718 GLint loc_position = _glGetAttribLocation(this->vid_program, "position");
719 GLint colour_position = _glGetAttribLocation(this->vid_program, "colour_uv");
720 _glEnableVertexAttribArray(loc_position);
721 _glEnableVertexAttribArray(colour_position);
722 _glVertexAttribPointer(loc_position, 2, GL_FLOAT, GL_FALSE, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, x));
723 _glVertexAttribPointer(colour_position, 2, GL_FLOAT, GL_FALSE, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, u));
724 _glBindVertexArray(0);
726 /* Create resources for sprite rendering. */
727 if (!OpenGLSprite::Create()) return "Failed to create sprite rendering resources";
729 this->PrepareContext();
730 (void)_glGetError(); // Clear errors.
732 return std::nullopt;
735 void OpenGLBackend::PrepareContext()
737 _glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
738 _glDisable(GL_DEPTH_TEST);
739 /* Enable alpha blending using the src alpha factor. */
740 _glEnable(GL_BLEND);
741 _glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
744 std::string OpenGLBackend::GetDriverName()
746 std::string res{};
747 /* Skipping GL_VENDOR as it tends to be "obvious" from the renderer and version data, and just makes the string pointlessly longer */
748 res += reinterpret_cast<const char *>(_glGetString(GL_RENDERER));
749 res += ", ";
750 res += reinterpret_cast<const char *>(_glGetString(GL_VERSION));
751 return res;
755 * Check a shader for compilation errors and log them if necessary.
756 * @param shader Shader to check.
757 * @return True if the shader is valid.
759 static bool VerifyShader(GLuint shader)
761 static ReusableBuffer<char> log_buf;
763 GLint result = GL_FALSE;
764 _glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
766 /* Output log if there is one. */
767 GLint log_len = 0;
768 _glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len);
769 if (log_len > 0) {
770 _glGetShaderInfoLog(shader, log_len, nullptr, log_buf.Allocate(log_len));
771 Debug(driver, result != GL_TRUE ? 0 : 2, "{}", log_buf.GetBuffer()); // Always print on failure.
774 return result == GL_TRUE;
778 * Check a program for link errors and log them if necessary.
779 * @param program Program to check.
780 * @return True if the program is valid.
782 static bool VerifyProgram(GLuint program)
784 static ReusableBuffer<char> log_buf;
786 GLint result = GL_FALSE;
787 _glGetProgramiv(program, GL_LINK_STATUS, &result);
789 /* Output log if there is one. */
790 GLint log_len = 0;
791 _glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len);
792 if (log_len > 0) {
793 _glGetProgramInfoLog(program, log_len, nullptr, log_buf.Allocate(log_len));
794 Debug(driver, result != GL_TRUE ? 0 : 2, "{}", log_buf.GetBuffer()); // Always print on failure.
797 return result == GL_TRUE;
801 * Create all needed shader programs.
802 * @return True if successful, false otherwise.
804 bool OpenGLBackend::InitShaders()
806 const char *ver = (const char *)_glGetString(GL_SHADING_LANGUAGE_VERSION);
807 if (ver == nullptr) return false;
809 int glsl_major = ver[0] - '0';
810 int glsl_minor = ver[2] - '0';
812 bool glsl_150 = (IsOpenGLVersionAtLeast(3, 2) || glsl_major > 1 || (glsl_major == 1 && glsl_minor >= 5)) && _glBindFragDataLocation != nullptr;
814 /* Create vertex shader. */
815 GLuint vert_shader = _glCreateShader(GL_VERTEX_SHADER);
816 _glShaderSource(vert_shader, glsl_150 ? lengthof(_vertex_shader_sprite_150) : lengthof(_vertex_shader_sprite), glsl_150 ? _vertex_shader_sprite_150 : _vertex_shader_sprite, nullptr);
817 _glCompileShader(vert_shader);
818 if (!VerifyShader(vert_shader)) return false;
820 /* Create fragment shader for plain RGBA. */
821 GLuint frag_shader_rgb = _glCreateShader(GL_FRAGMENT_SHADER);
822 _glShaderSource(frag_shader_rgb, glsl_150 ? lengthof(_frag_shader_direct_150) : lengthof(_frag_shader_direct), glsl_150 ? _frag_shader_direct_150 : _frag_shader_direct, nullptr);
823 _glCompileShader(frag_shader_rgb);
824 if (!VerifyShader(frag_shader_rgb)) return false;
826 /* Create fragment shader for paletted only. */
827 GLuint frag_shader_pal = _glCreateShader(GL_FRAGMENT_SHADER);
828 _glShaderSource(frag_shader_pal, glsl_150 ? lengthof(_frag_shader_palette_150) : lengthof(_frag_shader_palette), glsl_150 ? _frag_shader_palette_150 : _frag_shader_palette, nullptr);
829 _glCompileShader(frag_shader_pal);
830 if (!VerifyShader(frag_shader_pal)) return false;
832 /* Sprite remap fragment shader. */
833 GLuint remap_shader = _glCreateShader(GL_FRAGMENT_SHADER);
834 _glShaderSource(remap_shader, glsl_150 ? lengthof(_frag_shader_rgb_mask_blend_150) : lengthof(_frag_shader_rgb_mask_blend), glsl_150 ? _frag_shader_rgb_mask_blend_150 : _frag_shader_rgb_mask_blend, nullptr);
835 _glCompileShader(remap_shader);
836 if (!VerifyShader(remap_shader)) return false;
838 /* Sprite fragment shader. */
839 GLuint sprite_shader = _glCreateShader(GL_FRAGMENT_SHADER);
840 _glShaderSource(sprite_shader, glsl_150 ? lengthof(_frag_shader_sprite_blend_150) : lengthof(_frag_shader_sprite_blend), glsl_150 ? _frag_shader_sprite_blend_150 : _frag_shader_sprite_blend, nullptr);
841 _glCompileShader(sprite_shader);
842 if (!VerifyShader(sprite_shader)) return false;
844 /* Link shaders to program. */
845 this->vid_program = _glCreateProgram();
846 _glAttachShader(this->vid_program, vert_shader);
847 _glAttachShader(this->vid_program, frag_shader_rgb);
849 this->pal_program = _glCreateProgram();
850 _glAttachShader(this->pal_program, vert_shader);
851 _glAttachShader(this->pal_program, frag_shader_pal);
853 this->remap_program = _glCreateProgram();
854 _glAttachShader(this->remap_program, vert_shader);
855 _glAttachShader(this->remap_program, remap_shader);
857 this->sprite_program = _glCreateProgram();
858 _glAttachShader(this->sprite_program, vert_shader);
859 _glAttachShader(this->sprite_program, sprite_shader);
861 if (glsl_150) {
862 /* Bind fragment shader outputs. */
863 _glBindFragDataLocation(this->vid_program, 0, "colour");
864 _glBindFragDataLocation(this->pal_program, 0, "colour");
865 _glBindFragDataLocation(this->remap_program, 0, "colour");
866 _glBindFragDataLocation(this->sprite_program, 0, "colour");
869 _glLinkProgram(this->vid_program);
870 if (!VerifyProgram(this->vid_program)) return false;
872 _glLinkProgram(this->pal_program);
873 if (!VerifyProgram(this->pal_program)) return false;
875 _glLinkProgram(this->remap_program);
876 if (!VerifyProgram(this->remap_program)) return false;
878 _glLinkProgram(this->sprite_program);
879 if (!VerifyProgram(this->sprite_program)) return false;
881 _glDeleteShader(vert_shader);
882 _glDeleteShader(frag_shader_rgb);
883 _glDeleteShader(frag_shader_pal);
884 _glDeleteShader(remap_shader);
885 _glDeleteShader(sprite_shader);
887 return true;
891 * Clear the bound pixel buffer to a specific value.
892 * @param len Length of the buffer.
893 * @param data Value to set.
894 * @tparam T Pixel type.
896 template <class T>
897 static void ClearPixelBuffer(size_t len, T data)
899 T *buf = reinterpret_cast<T *>(_glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE));
900 for (size_t i = 0; i < len; i++) {
901 *buf++ = data;
903 _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
907 * Change the size of the drawing window and allocate matching resources.
908 * @param w New width of the window.
909 * @param h New height of the window.
910 * @param force Recreate resources even if size didn't change.
911 * @param False if nothing had to be done, true otherwise.
913 bool OpenGLBackend::Resize(int w, int h, bool force)
915 if (!force && _screen.width == w && _screen.height == h) return false;
917 int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
918 int pitch = Align(w, 4);
919 size_t line_pixel_count = static_cast<size_t>(pitch) * h;
921 _glViewport(0, 0, w, h);
923 _glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch);
925 this->vid_buffer = nullptr;
926 if (this->persistent_mapping_supported) {
927 _glDeleteBuffers(1, &this->vid_pbo);
928 _glGenBuffers(1, &this->vid_pbo);
929 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
930 _glBufferStorage(GL_PIXEL_UNPACK_BUFFER, line_pixel_count * bpp / 8, nullptr, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_CLIENT_STORAGE_BIT);
931 } else {
932 /* Re-allocate video buffer texture and backing store. */
933 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
934 _glBufferData(GL_PIXEL_UNPACK_BUFFER, line_pixel_count * bpp / 8, nullptr, GL_DYNAMIC_DRAW);
937 if (bpp == 32) {
938 /* Initialize backing store alpha to opaque for 32bpp modes. */
939 Colour black(0, 0, 0);
940 if (_glClearBufferSubData != nullptr) {
941 _glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_RGBA8, 0, line_pixel_count * bpp / 8, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &black.data);
942 } else {
943 ClearPixelBuffer<uint32_t>(line_pixel_count, black.data);
945 } else if (bpp == 8) {
946 if (_glClearBufferSubData != nullptr) {
947 uint8_t b = 0;
948 _glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_R8, 0, line_pixel_count, GL_RED, GL_UNSIGNED_BYTE, &b);
949 } else {
950 ClearPixelBuffer<uint8_t>(line_pixel_count, 0);
954 _glActiveTexture(GL_TEXTURE0);
955 _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
956 if (bpp == 8) {
957 _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
958 } else {
959 _glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
961 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
963 /* Does this blitter need a separate animation buffer? */
964 if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
965 this->anim_buffer = nullptr;
966 if (this->persistent_mapping_supported) {
967 _glDeleteBuffers(1, &this->anim_pbo);
968 _glGenBuffers(1, &this->anim_pbo);
969 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
970 _glBufferStorage(GL_PIXEL_UNPACK_BUFFER, line_pixel_count, nullptr, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_CLIENT_STORAGE_BIT);
971 } else {
972 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
973 _glBufferData(GL_PIXEL_UNPACK_BUFFER, line_pixel_count, nullptr, GL_DYNAMIC_DRAW);
976 /* Initialize buffer as 0 == no remap. */
977 if (_glClearBufferSubData != nullptr) {
978 uint8_t b = 0;
979 _glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_R8, 0, line_pixel_count, GL_RED, GL_UNSIGNED_BYTE, &b);
980 } else {
981 ClearPixelBuffer<uint8_t>(line_pixel_count, 0);
984 _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
985 _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
986 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
987 } else {
988 if (this->anim_buffer != nullptr) {
989 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
990 _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
991 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
992 this->anim_buffer = nullptr;
995 /* Allocate dummy texture that always reads as 0 == no remap. */
996 uint dummy = 0;
997 _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
998 _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
999 _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &dummy);
1002 _glBindTexture(GL_TEXTURE_2D, 0);
1004 /* Set new viewport. */
1005 _screen.height = h;
1006 _screen.width = w;
1007 _screen.pitch = pitch;
1008 _screen.dst_ptr = nullptr;
1010 /* Update screen size in remap shader program. */
1011 _glUseProgram(this->remap_program);
1012 _glUniform2f(this->remap_screen_loc, (float)_screen.width, (float)_screen.height);
1014 _glClear(GL_COLOR_BUFFER_BIT);
1016 return true;
1020 * Update the stored palette.
1021 * @param pal Palette array with at least 256 elements.
1022 * @param first First entry to update.
1023 * @param length Number of entries to update.
1025 void OpenGLBackend::UpdatePalette(const Colour *pal, uint first, uint length)
1027 assert(first + length <= 256);
1029 _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1030 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1031 _glActiveTexture(GL_TEXTURE1);
1032 _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
1033 _glTexSubImage1D(GL_TEXTURE_1D, 0, first, length, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pal + first);
1037 * Render video buffer to the screen.
1039 void OpenGLBackend::Paint()
1041 _glClear(GL_COLOR_BUFFER_BIT);
1043 _glDisable(GL_BLEND);
1045 /* Blit video buffer to screen. */
1046 _glActiveTexture(GL_TEXTURE0);
1047 _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
1048 _glActiveTexture(GL_TEXTURE1);
1049 _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
1050 /* Is the blitter relying on a separate animation buffer? */
1051 if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
1052 _glActiveTexture(GL_TEXTURE2);
1053 _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
1054 _glUseProgram(this->remap_program);
1055 _glUniform4f(this->remap_sprite_loc, 0.0f, 0.0f, 1.0f, 1.0f);
1056 _glUniform2f(this->remap_screen_loc, 1.0f, 1.0f);
1057 _glUniform1f(this->remap_zoom_loc, 0);
1058 _glUniform1i(this->remap_rgb_loc, 1);
1059 } else {
1060 _glUseProgram(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 8 ? this->pal_program : this->vid_program);
1062 _glBindVertexArray(this->vao_quad);
1063 _glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1065 _glEnable(GL_BLEND);
1069 * Draw mouse cursor on screen.
1071 void OpenGLBackend::DrawMouseCursor()
1073 if (!this->cursor_in_window) return;
1075 /* Draw cursor on screen */
1076 _cur_dpi = &_screen;
1077 for (const auto &cs : this->cursor_sprites) {
1078 /* Sprites are cached by PopulateCursorCache(). */
1079 if (this->cursor_cache.Contains(cs.image.sprite)) {
1080 Sprite *spr = this->cursor_cache.Get(cs.image.sprite);
1082 this->RenderOglSprite((OpenGLSprite *)spr->data, cs.image.pal,
1083 this->cursor_pos.x + cs.pos.x + UnScaleByZoom(spr->x_offs, ZOOM_LVL_GUI),
1084 this->cursor_pos.y + cs.pos.y + UnScaleByZoom(spr->y_offs, ZOOM_LVL_GUI),
1085 ZOOM_LVL_GUI);
1090 void OpenGLBackend::PopulateCursorCache()
1092 if (this->clear_cursor_cache) {
1093 /* We have a pending cursor cache clear to do first. */
1094 this->clear_cursor_cache = false;
1095 this->last_sprite_pal = (PaletteID)-1;
1097 this->InternalClearCursorCache();
1100 this->cursor_pos = _cursor.pos;
1101 this->cursor_in_window = _cursor.in_window;
1103 this->cursor_sprites.clear();
1104 for (const auto &sc : _cursor.sprites) {
1105 this->cursor_sprites.emplace_back(sc);
1107 if (!this->cursor_cache.Contains(sc.image.sprite)) {
1108 SimpleSpriteAllocator allocator;
1109 Sprite *old = this->cursor_cache.Insert(sc.image.sprite, static_cast<Sprite *>(GetRawSprite(sc.image.sprite, SpriteType::Normal, &allocator, this)));
1110 if (old != nullptr) {
1111 OpenGLSprite *gl_sprite = (OpenGLSprite *)old->data;
1112 gl_sprite->~OpenGLSprite();
1113 free(old);
1120 * Clear all cached cursor sprites.
1122 void OpenGLBackend::InternalClearCursorCache()
1124 Sprite *sp;
1125 while ((sp = this->cursor_cache.Pop()) != nullptr) {
1126 OpenGLSprite *sprite = (OpenGLSprite *)sp->data;
1127 sprite->~OpenGLSprite();
1128 free(sp);
1133 * Queue a request for cursor cache clear.
1135 void OpenGLBackend::ClearCursorCache()
1137 /* If the game loop is threaded, this function might be called
1138 * from the game thread. As we can call OpenGL functions only
1139 * on the main thread, just set a flag that is handled the next
1140 * time we prepare the cursor cache for drawing. */
1141 this->clear_cursor_cache = true;
1145 * Get a pointer to the memory for the video driver to draw to.
1146 * @return Pointer to draw on.
1148 void *OpenGLBackend::GetVideoBuffer()
1150 #ifndef NO_GL_BUFFER_SYNC
1151 if (this->sync_vid_mapping != nullptr) _glClientWaitSync(this->sync_vid_mapping, GL_SYNC_FLUSH_COMMANDS_BIT, 100000000); // 100ms timeout.
1152 #endif
1154 if (!this->persistent_mapping_supported) {
1155 assert(this->vid_buffer == nullptr);
1156 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
1157 this->vid_buffer = _glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
1158 } else if (this->vid_buffer == nullptr) {
1159 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
1160 this->vid_buffer = _glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, _screen.pitch * _screen.height * BlitterFactory::GetCurrentBlitter()->GetScreenDepth() / 8, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
1163 return this->vid_buffer;
1167 * Get a pointer to the memory for the separate animation buffer.
1168 * @return Pointer to draw on.
1170 uint8_t *OpenGLBackend::GetAnimBuffer()
1172 if (this->anim_pbo == 0) return nullptr;
1174 #ifndef NO_GL_BUFFER_SYNC
1175 if (this->sync_anim_mapping != nullptr) _glClientWaitSync(this->sync_anim_mapping, GL_SYNC_FLUSH_COMMANDS_BIT, 100000000); // 100ms timeout.
1176 #endif
1178 if (!this->persistent_mapping_supported) {
1179 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
1180 this->anim_buffer = _glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
1181 } else if (this->anim_buffer == nullptr) {
1182 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
1183 this->anim_buffer = _glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, static_cast<GLsizeiptr>(_screen.pitch) * _screen.height, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
1186 return (uint8_t *)this->anim_buffer;
1190 * Update video buffer texture after the video buffer was filled.
1191 * @param update_rect Rectangle encompassing the dirty region of the video buffer.
1193 void OpenGLBackend::ReleaseVideoBuffer(const Rect &update_rect)
1195 assert(this->vid_pbo != 0);
1197 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
1198 if (!this->persistent_mapping_supported) {
1199 _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
1200 this->vid_buffer = nullptr;
1203 #ifndef NO_GL_BUFFER_SYNC
1204 if (this->persistent_mapping_supported) {
1205 _glDeleteSync(this->sync_vid_mapping);
1206 this->sync_vid_mapping = nullptr;
1208 #endif
1210 /* Update changed rect of the video buffer texture. */
1211 if (!IsEmptyRect(update_rect)) {
1212 _glActiveTexture(GL_TEXTURE0);
1213 _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
1214 _glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
1215 if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 8) {
1216 _glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_RED, GL_UNSIGNED_BYTE, (GLvoid*)(size_t)(update_rect.top * _screen.pitch + update_rect.left));
1217 } else {
1218 _glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, (GLvoid*)(size_t)(update_rect.top * _screen.pitch * 4 + update_rect.left * 4));
1221 #ifndef NO_GL_BUFFER_SYNC
1222 if (this->persistent_mapping_supported) this->sync_vid_mapping = _glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
1223 #endif
1228 * Update animation buffer texture after the animation buffer was filled.
1229 * @param update_rect Rectangle encompassing the dirty region of the animation buffer.
1231 void OpenGLBackend::ReleaseAnimBuffer(const Rect &update_rect)
1233 if (this->anim_pbo == 0) return;
1235 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
1236 if (!this->persistent_mapping_supported) {
1237 _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
1238 this->anim_buffer = nullptr;
1241 #ifndef NO_GL_BUFFER_SYNC
1242 if (this->persistent_mapping_supported) {
1243 _glDeleteSync(this->sync_anim_mapping);
1244 this->sync_anim_mapping = nullptr;
1246 #endif
1248 /* Update changed rect of the video buffer texture. */
1249 if (update_rect.left != update_rect.right) {
1250 _glActiveTexture(GL_TEXTURE0);
1251 _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
1252 _glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
1253 _glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_RED, GL_UNSIGNED_BYTE, (GLvoid *)(size_t)(update_rect.top * _screen.pitch + update_rect.left));
1255 #ifndef NO_GL_BUFFER_SYNC
1256 if (this->persistent_mapping_supported) this->sync_anim_mapping = _glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
1257 #endif
1261 /* virtual */ Sprite *OpenGLBackend::Encode(const SpriteLoader::SpriteCollection &sprite, SpriteAllocator &allocator)
1263 /* Allocate and construct sprite data. */
1264 Sprite *dest_sprite = allocator.Allocate<Sprite>(sizeof(*dest_sprite) + sizeof(OpenGLSprite));
1266 OpenGLSprite *gl_sprite = (OpenGLSprite *)dest_sprite->data;
1267 new (gl_sprite) OpenGLSprite(sprite[ZOOM_LVL_MIN].width, sprite[ZOOM_LVL_MIN].height, sprite[ZOOM_LVL_MIN].type == SpriteType::Font ? 1 : ZOOM_LVL_END, sprite[ZOOM_LVL_MIN].colours);
1269 /* Upload texture data. */
1270 for (int i = 0; i < (sprite[ZOOM_LVL_MIN].type == SpriteType::Font ? 1 : ZOOM_LVL_END); i++) {
1271 gl_sprite->Update(sprite[i].width, sprite[i].height, i, sprite[i].data);
1274 dest_sprite->height = sprite[ZOOM_LVL_MIN].height;
1275 dest_sprite->width = sprite[ZOOM_LVL_MIN].width;
1276 dest_sprite->x_offs = sprite[ZOOM_LVL_MIN].x_offs;
1277 dest_sprite->y_offs = sprite[ZOOM_LVL_MIN].y_offs;
1279 return dest_sprite;
1283 * Render a sprite to the back buffer.
1284 * @param gl_sprite Sprite to render.
1285 * @param x X position of the sprite.
1286 * @param y Y position of the sprite.
1287 * @param zoom Zoom level to use.
1289 void OpenGLBackend::RenderOglSprite(OpenGLSprite *gl_sprite, PaletteID pal, int x, int y, ZoomLevel zoom)
1291 /* Set textures. */
1292 bool rgb = gl_sprite->BindTextures();
1293 _glActiveTexture(GL_TEXTURE0 + 1);
1294 _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
1296 /* Set palette remap. */
1297 _glActiveTexture(GL_TEXTURE0 + 3);
1298 if (pal != PAL_NONE) {
1299 _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex);
1300 if (pal != this->last_sprite_pal) {
1301 /* Different remap palette in use, update texture. */
1302 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, OpenGLSprite::pal_pbo);
1303 _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1305 _glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, 256, GetNonSprite(GB(pal, 0, PALETTE_WIDTH), SpriteType::Recolour) + 1);
1306 _glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RED, GL_UNSIGNED_BYTE, nullptr);
1308 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1310 this->last_sprite_pal = pal;
1312 } else {
1313 _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity);
1316 /* Set up shader program. */
1317 Dimension dim = gl_sprite->GetSize(zoom);
1318 _glUseProgram(this->sprite_program);
1319 _glUniform4f(this->sprite_sprite_loc, (float)x, (float)y, (float)dim.width, (float)dim.height);
1320 _glUniform1f(this->sprite_zoom_loc, (float)zoom);
1321 _glUniform2f(this->sprite_screen_loc, (float)_screen.width, (float)_screen.height);
1322 _glUniform1i(this->sprite_rgb_loc, rgb ? 1 : 0);
1323 _glUniform1i(this->sprite_crash_loc, pal == PALETTE_CRASH ? 1 : 0);
1325 _glBindVertexArray(this->vao_quad);
1326 _glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1330 /* static */ GLuint OpenGLSprite::dummy_tex[] = { 0, 0 };
1331 /* static */ GLuint OpenGLSprite::pal_identity = 0;
1332 /* static */ GLuint OpenGLSprite::pal_tex = 0;
1333 /* static */ GLuint OpenGLSprite::pal_pbo = 0;
1336 * Create all common resources for sprite rendering.
1337 * @return True if no error occurred.
1339 /* static */ bool OpenGLSprite::Create()
1341 _glGenTextures(NUM_TEX, OpenGLSprite::dummy_tex);
1343 for (int t = TEX_RGBA; t < NUM_TEX; t++) {
1344 _glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[t]);
1346 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
1347 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1348 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
1349 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1350 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1353 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1354 _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1356 /* Load dummy RGBA texture. */
1357 const Colour rgb_pixel(0, 0, 0);
1358 _glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[TEX_RGBA]);
1359 _glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &rgb_pixel);
1361 /* Load dummy remap texture. */
1362 const uint pal = 0;
1363 _glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[TEX_REMAP]);
1364 _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &pal);
1366 /* Create palette remap textures. */
1367 std::array<uint8_t, 256> identity_pal;
1368 std::iota(std::begin(identity_pal), std::end(identity_pal), 0);
1370 /* Permanent texture for identity remap. */
1371 _glGenTextures(1, &OpenGLSprite::pal_identity);
1372 _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity);
1373 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1374 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1375 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0);
1376 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1377 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1378 _glTexImage1D(GL_TEXTURE_1D, 0, GL_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data());
1380 /* Dynamically updated texture for remaps. */
1381 _glGenTextures(1, &OpenGLSprite::pal_tex);
1382 _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex);
1383 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1384 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1385 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0);
1386 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1387 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1388 _glTexImage1D(GL_TEXTURE_1D, 0, GL_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data());
1390 /* Pixel buffer for remap updates. */
1391 _glGenBuffers(1, &OpenGLSprite::pal_pbo);
1392 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, OpenGLSprite::pal_pbo);
1393 _glBufferData(GL_PIXEL_UNPACK_BUFFER, 256, identity_pal.data(), GL_DYNAMIC_DRAW);
1394 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1396 return _glGetError() == GL_NO_ERROR;
1399 /** Free all common resources for sprite rendering. */
1400 /* static */ void OpenGLSprite::Destroy()
1402 _glDeleteTextures(NUM_TEX, OpenGLSprite::dummy_tex);
1403 _glDeleteTextures(1, &OpenGLSprite::pal_identity);
1404 _glDeleteTextures(1, &OpenGLSprite::pal_tex);
1405 if (_glDeleteBuffers != nullptr) _glDeleteBuffers(1, &OpenGLSprite::pal_pbo);
1409 * Create an OpenGL sprite with a palette remap part.
1410 * @param width Width of the top-level texture.
1411 * @param height Height of the top-level texture.
1412 * @param levels Number of mip-map levels.
1413 * @param components Indicates which sprite components are used.
1415 OpenGLSprite::OpenGLSprite(uint width, uint height, uint levels, SpriteColourComponent components)
1417 assert(levels > 0);
1418 (void)_glGetError();
1420 this->dim.width = width;
1421 this->dim.height = height;
1423 MemSetT(this->tex, 0, NUM_TEX);
1424 _glActiveTexture(GL_TEXTURE0);
1425 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1427 for (int t = TEX_RGBA; t < NUM_TEX; t++) {
1428 /* Sprite component present? */
1429 if (t == TEX_RGBA && components == SCC_PAL) continue;
1430 if (t == TEX_REMAP && (components & SCC_PAL) != SCC_PAL) continue;
1432 /* Allocate texture. */
1433 _glGenTextures(1, &this->tex[t]);
1434 _glBindTexture(GL_TEXTURE_2D, this->tex[t]);
1436 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
1437 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1438 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, levels - 1);
1439 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1440 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1442 /* Set size. */
1443 for (uint i = 0, w = width, h = height; i < levels; i++, w /= 2, h /= 2) {
1444 assert(w * h != 0);
1445 if (t == TEX_REMAP) {
1446 _glTexImage2D(GL_TEXTURE_2D, i, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
1447 } else {
1448 _glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
1453 assert(_glGetError() == GL_NO_ERROR);
1456 OpenGLSprite::~OpenGLSprite()
1458 _glDeleteTextures(NUM_TEX, this->tex);
1462 * Update a single mip-map level with new pixel data.
1463 * @param width Width of the level.
1464 * @param height Height of the level.
1465 * @param level Mip-map level.
1466 * @param data New pixel data.
1468 void OpenGLSprite::Update(uint width, uint height, uint level, const SpriteLoader::CommonPixel * data)
1470 static ReusableBuffer<Colour> buf_rgba;
1471 static ReusableBuffer<uint8_t> buf_pal;
1473 _glActiveTexture(GL_TEXTURE0);
1474 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1475 _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1477 if (this->tex[TEX_RGBA] != 0) {
1478 /* Unpack pixel data */
1479 size_t size = static_cast<size_t>(width) * height;
1480 Colour *rgba = buf_rgba.Allocate(size);
1481 for (size_t i = 0; i < size; i++) {
1482 rgba[i].r = data[i].r;
1483 rgba[i].g = data[i].g;
1484 rgba[i].b = data[i].b;
1485 rgba[i].a = data[i].a;
1488 _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_RGBA]);
1489 _glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, rgba);
1492 if (this->tex[TEX_REMAP] != 0) {
1493 /* Unpack and align pixel data. */
1494 size_t pitch = Align(width, 4);
1496 uint8_t *pal = buf_pal.Allocate(pitch * height);
1497 const SpriteLoader::CommonPixel *row = data;
1498 for (uint y = 0; y < height; y++, pal += pitch, row += width) {
1499 for (uint x = 0; x < width; x++) {
1500 pal[x] = row[x].m;
1504 _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_REMAP]);
1505 _glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, buf_pal.GetBuffer());
1508 assert(_glGetError() == GL_NO_ERROR);
1512 * Query the sprite size at a certain zoom level.
1513 * @param level The zoom level to query.
1514 * @return Sprite size at the given zoom level.
1516 inline Dimension OpenGLSprite::GetSize(ZoomLevel level) const
1518 Dimension sd = { (uint)UnScaleByZoomLower(this->dim.width, level), (uint)UnScaleByZoomLower(this->dim.height, level) };
1519 return sd;
1523 * Bind textures for rendering this sprite.
1524 * @return True if the sprite has RGBA data.
1526 bool OpenGLSprite::BindTextures()
1528 _glActiveTexture(GL_TEXTURE0);
1529 _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_RGBA] != 0 ? this->tex[TEX_RGBA] : OpenGLSprite::dummy_tex[TEX_RGBA]);
1530 _glActiveTexture(GL_TEXTURE0 + 2);
1531 _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_REMAP] != 0 ? this->tex[TEX_REMAP] : OpenGLSprite::dummy_tex[TEX_REMAP]);
1533 return this->tex[TEX_RGBA] != 0;