Fix #10117: Decrement object burst limit after build check
[openttd-github.git] / src / video / opengl.cpp
blob01ef24c555f27f3f4575aef674f872aed3e99146
1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
8 */
10 /** @file opengl_v.cpp OpenGL video driver support. */
12 #include "../stdafx.h"
14 /* Define to disable buffer syncing. Will increase max fast forward FPS but produces artifacts. Mainly useful for performance testing. */
15 // #define NO_GL_BUFFER_SYNC
16 /* Define to allow software rendering backends. */
17 // #define GL_ALLOW_SOFTWARE_RENDERER
19 #if defined(_WIN32)
20 # include <windows.h>
21 #endif
23 #define GL_GLEXT_PROTOTYPES
24 #if defined(__APPLE__)
25 # define GL_SILENCE_DEPRECATION
26 # include <OpenGL/gl3.h>
27 #else
28 # include <GL/gl.h>
29 #endif
30 #include "../3rdparty/opengl/glext.h"
32 #include "opengl.h"
33 #include "../core/geometry_func.hpp"
34 #include "../core/mem_func.hpp"
35 #include "../core/math_func.hpp"
36 #include "../core/mem_func.hpp"
37 #include "../gfx_func.h"
38 #include "../debug.h"
39 #include "../blitter/factory.hpp"
40 #include "../zoom_func.h"
41 #include <array>
42 #include <numeric>
44 #include "../table/opengl_shader.h"
45 #include "../table/sprites.h"
48 #include "../safeguards.h"
51 /* Define function pointers of all OpenGL functions that we load dynamically. */
53 #define GL(function) static decltype(&function) _ ## function
55 GL(glGetString);
56 GL(glGetIntegerv);
57 GL(glGetError);
58 GL(glDebugMessageControl);
59 GL(glDebugMessageCallback);
61 GL(glDisable);
62 GL(glEnable);
63 GL(glViewport);
64 GL(glClear);
65 GL(glClearColor);
66 GL(glBlendFunc);
67 GL(glDrawArrays);
69 GL(glTexImage1D);
70 GL(glTexImage2D);
71 GL(glTexParameteri);
72 GL(glTexSubImage1D);
73 GL(glTexSubImage2D);
74 GL(glBindTexture);
75 GL(glDeleteTextures);
76 GL(glGenTextures);
77 GL(glPixelStorei);
79 GL(glActiveTexture);
81 GL(glGenBuffers);
82 GL(glDeleteBuffers);
83 GL(glBindBuffer);
84 GL(glBufferData);
85 GL(glBufferSubData);
86 GL(glMapBuffer);
87 GL(glUnmapBuffer);
88 GL(glClearBufferSubData);
90 GL(glBufferStorage);
91 GL(glMapBufferRange);
92 GL(glClientWaitSync);
93 GL(glFenceSync);
94 GL(glDeleteSync);
96 GL(glGenVertexArrays);
97 GL(glDeleteVertexArrays);
98 GL(glBindVertexArray);
100 GL(glCreateProgram);
101 GL(glDeleteProgram);
102 GL(glLinkProgram);
103 GL(glUseProgram);
104 GL(glGetProgramiv);
105 GL(glGetProgramInfoLog);
106 GL(glCreateShader);
107 GL(glDeleteShader);
108 GL(glShaderSource);
109 GL(glCompileShader);
110 GL(glAttachShader);
111 GL(glGetShaderiv);
112 GL(glGetShaderInfoLog);
113 GL(glGetUniformLocation);
114 GL(glUniform1i);
115 GL(glUniform1f);
116 GL(glUniform2f);
117 GL(glUniform4f);
119 GL(glGetAttribLocation);
120 GL(glEnableVertexAttribArray);
121 GL(glDisableVertexAttribArray);
122 GL(glVertexAttribPointer);
123 GL(glBindFragDataLocation);
125 #undef GL
128 /** A simple 2D vertex with just position and texture. */
129 struct Simple2DVertex {
130 float x, y;
131 float u, v;
134 /** Maximum number of cursor sprites to cache. */
135 static const int MAX_CACHED_CURSORS = 48;
137 /* static */ OpenGLBackend *OpenGLBackend::instance = nullptr;
139 GetOGLProcAddressProc GetOGLProcAddress;
142 * Find a substring in a string made of space delimited elements. The substring
143 * has to match the complete element, partial matches don't count.
144 * @param string List of space delimited elements.
145 * @param substring Substring to find.
146 * @return Pointer to the start of the match or nullptr if the substring is not present.
148 const char *FindStringInExtensionList(const char *string, const char *substring)
150 while (true) {
151 /* Is the extension string present at all? */
152 const char *pos = strstr(string, substring);
153 if (pos == nullptr) break;
155 /* Is this a real match, i.e. are the chars before and after the matched string
156 * indeed spaces (or the start or end of the string, respectively)? */
157 const char *end = pos + strlen(substring);
158 if ((pos == string || pos[-1] == ' ') && (*end == ' ' || *end == '\0')) return pos;
160 /* False hit, try again for the remaining string. */
161 string = end;
164 return nullptr;
168 * Check if an OpenGL extension is supported by the current context.
169 * @param extension The extension string to test.
170 * @return True if the extension is supported, false if not.
172 static bool IsOpenGLExtensionSupported(const char *extension)
174 static PFNGLGETSTRINGIPROC glGetStringi = nullptr;
175 static bool glGetStringi_loaded = false;
177 /* Starting with OpenGL 3.0 the preferred API to get the extensions
178 * has changed. Try to load the required function once. */
179 if (!glGetStringi_loaded) {
180 if (IsOpenGLVersionAtLeast(3, 0)) glGetStringi = (PFNGLGETSTRINGIPROC)GetOGLProcAddress("glGetStringi");
181 glGetStringi_loaded = true;
184 if (glGetStringi != nullptr) {
185 /* New style: Each supported extension can be queried and compared independently. */
186 GLint num_exts;
187 _glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts);
189 for (GLint i = 0; i < num_exts; i++) {
190 const char *entry = (const char *)glGetStringi(GL_EXTENSIONS, i);
191 if (strcmp(entry, extension) == 0) return true;
193 } else {
194 /* Old style: A single, space-delimited string for all extensions. */
195 return FindStringInExtensionList((const char *)_glGetString(GL_EXTENSIONS), extension) != nullptr;
198 return false;
201 static byte _gl_major_ver = 0; ///< Major OpenGL version.
202 static byte _gl_minor_ver = 0; ///< Minor OpenGL version.
205 * Check if the current OpenGL version is equal or higher than a given one.
206 * @param major Minimal major version.
207 * @param minor Minimal minor version.
208 * @pre OpenGL was initialized.
209 * @return True if the OpenGL version is equal or higher than the requested one.
211 bool IsOpenGLVersionAtLeast(byte major, byte minor)
213 return (_gl_major_ver > major) || (_gl_major_ver == major && _gl_minor_ver >= minor);
217 * Try loading an OpenGL function.
218 * @tparam F Type of the function pointer.
219 * @param f Reference where to store the function pointer in.
220 * @param name Name of the function.
221 * @return True if the function could be bound.
223 template <typename F>
224 static bool BindGLProc(F &f, const char *name)
226 f = reinterpret_cast<F>(GetOGLProcAddress(name));
227 return f != nullptr;
230 /** Bind basic information functions. */
231 static bool BindBasicInfoProcs()
233 if (!BindGLProc(_glGetString, "glGetString")) return false;
234 if (!BindGLProc(_glGetIntegerv, "glGetIntegerv")) return false;
235 if (!BindGLProc(_glGetError, "glGetError")) return false;
237 return true;
240 /** Bind OpenGL 1.0 and 1.1 functions. */
241 static bool BindBasicOpenGLProcs()
243 if (!BindGLProc(_glDisable, "glDisable")) return false;
244 if (!BindGLProc(_glEnable, "glEnable")) return false;
245 if (!BindGLProc(_glViewport, "glViewport")) return false;
246 if (!BindGLProc(_glTexImage1D, "glTexImage1D")) return false;
247 if (!BindGLProc(_glTexImage2D, "glTexImage2D")) return false;
248 if (!BindGLProc(_glTexParameteri, "glTexParameteri")) return false;
249 if (!BindGLProc(_glTexSubImage1D, "glTexSubImage1D")) return false;
250 if (!BindGLProc(_glTexSubImage2D, "glTexSubImage2D")) return false;
251 if (!BindGLProc(_glBindTexture, "glBindTexture")) return false;
252 if (!BindGLProc(_glDeleteTextures, "glDeleteTextures")) return false;
253 if (!BindGLProc(_glGenTextures, "glGenTextures")) return false;
254 if (!BindGLProc(_glPixelStorei, "glPixelStorei")) return false;
255 if (!BindGLProc(_glClear, "glClear")) return false;
256 if (!BindGLProc(_glClearColor, "glClearColor")) return false;
257 if (!BindGLProc(_glBlendFunc, "glBlendFunc")) return false;
258 if (!BindGLProc(_glDrawArrays, "glDrawArrays")) return false;
260 return true;
263 /** Bind texture-related extension functions. */
264 static bool BindTextureExtensions()
266 if (IsOpenGLVersionAtLeast(1, 3)) {
267 if (!BindGLProc(_glActiveTexture, "glActiveTexture")) return false;
268 } else {
269 if (!BindGLProc(_glActiveTexture, "glActiveTextureARB")) return false;
272 return true;
275 /** Bind vertex buffer object extension functions. */
276 static bool BindVBOExtension()
278 if (IsOpenGLVersionAtLeast(1, 5)) {
279 if (!BindGLProc(_glGenBuffers, "glGenBuffers")) return false;
280 if (!BindGLProc(_glDeleteBuffers, "glDeleteBuffers")) return false;
281 if (!BindGLProc(_glBindBuffer, "glBindBuffer")) return false;
282 if (!BindGLProc(_glBufferData, "glBufferData")) return false;
283 if (!BindGLProc(_glBufferSubData, "glBufferSubData")) return false;
284 if (!BindGLProc(_glMapBuffer, "glMapBuffer")) return false;
285 if (!BindGLProc(_glUnmapBuffer, "glUnmapBuffer")) return false;
286 } else {
287 if (!BindGLProc(_glGenBuffers, "glGenBuffersARB")) return false;
288 if (!BindGLProc(_glDeleteBuffers, "glDeleteBuffersARB")) return false;
289 if (!BindGLProc(_glBindBuffer, "glBindBufferARB")) return false;
290 if (!BindGLProc(_glBufferData, "glBufferDataARB")) return false;
291 if (!BindGLProc(_glBufferSubData, "glBufferSubDataARB")) return false;
292 if (!BindGLProc(_glMapBuffer, "glMapBufferARB")) return false;
293 if (!BindGLProc(_glUnmapBuffer, "glUnmapBufferARB")) return false;
296 if (IsOpenGLVersionAtLeast(4, 3) || IsOpenGLExtensionSupported("GL_ARB_clear_buffer_object")) {
297 BindGLProc(_glClearBufferSubData, "glClearBufferSubData");
298 } else {
299 _glClearBufferSubData = nullptr;
302 return true;
305 /** Bind vertex array object extension functions. */
306 static bool BindVBAExtension()
308 /* The APPLE and ARB variants have different semantics (that don't matter for us).
309 * Successfully getting pointers to one variant doesn't mean it is supported for
310 * the current context. Always check the extension strings as well. */
311 if (IsOpenGLVersionAtLeast(3, 0) || IsOpenGLExtensionSupported("GL_ARB_vertex_array_object")) {
312 if (!BindGLProc(_glGenVertexArrays, "glGenVertexArrays")) return false;
313 if (!BindGLProc(_glDeleteVertexArrays, "glDeleteVertexArrays")) return false;
314 if (!BindGLProc(_glBindVertexArray, "glBindVertexArray")) return false;
315 } else if (IsOpenGLExtensionSupported("GL_APPLE_vertex_array_object")) {
316 if (!BindGLProc(_glGenVertexArrays, "glGenVertexArraysAPPLE")) return false;
317 if (!BindGLProc(_glDeleteVertexArrays, "glDeleteVertexArraysAPPLE")) return false;
318 if (!BindGLProc(_glBindVertexArray, "glBindVertexArrayAPPLE")) return false;
321 return true;
324 /** Bind extension functions for shader support. */
325 static bool BindShaderExtensions()
327 if (IsOpenGLVersionAtLeast(2, 0)) {
328 if (!BindGLProc(_glCreateProgram, "glCreateProgram")) return false;
329 if (!BindGLProc(_glDeleteProgram, "glDeleteProgram")) return false;
330 if (!BindGLProc(_glLinkProgram, "glLinkProgram")) return false;
331 if (!BindGLProc(_glUseProgram, "glUseProgram")) return false;
332 if (!BindGLProc(_glGetProgramiv, "glGetProgramiv")) return false;
333 if (!BindGLProc(_glGetProgramInfoLog, "glGetProgramInfoLog")) return false;
334 if (!BindGLProc(_glCreateShader, "glCreateShader")) return false;
335 if (!BindGLProc(_glDeleteShader, "glDeleteShader")) return false;
336 if (!BindGLProc(_glShaderSource, "glShaderSource")) return false;
337 if (!BindGLProc(_glCompileShader, "glCompileShader")) return false;
338 if (!BindGLProc(_glAttachShader, "glAttachShader")) return false;
339 if (!BindGLProc(_glGetShaderiv, "glGetShaderiv")) return false;
340 if (!BindGLProc(_glGetShaderInfoLog, "glGetShaderInfoLog")) return false;
341 if (!BindGLProc(_glGetUniformLocation, "glGetUniformLocation")) return false;
342 if (!BindGLProc(_glUniform1i, "glUniform1i")) return false;
343 if (!BindGLProc(_glUniform1f, "glUniform1f")) return false;
344 if (!BindGLProc(_glUniform2f, "glUniform2f")) return false;
345 if (!BindGLProc(_glUniform4f, "glUniform4f")) return false;
347 if (!BindGLProc(_glGetAttribLocation, "glGetAttribLocation")) return false;
348 if (!BindGLProc(_glEnableVertexAttribArray, "glEnableVertexAttribArray")) return false;
349 if (!BindGLProc(_glDisableVertexAttribArray, "glDisableVertexAttribArray")) return false;
350 if (!BindGLProc(_glVertexAttribPointer, "glVertexAttribPointer")) return false;
351 } else {
352 /* In the ARB extension programs and shaders are in the same object space. */
353 if (!BindGLProc(_glCreateProgram, "glCreateProgramObjectARB")) return false;
354 if (!BindGLProc(_glDeleteProgram, "glDeleteObjectARB")) return false;
355 if (!BindGLProc(_glLinkProgram, "glLinkProgramARB")) return false;
356 if (!BindGLProc(_glUseProgram, "glUseProgramObjectARB")) return false;
357 if (!BindGLProc(_glGetProgramiv, "glGetObjectParameterivARB")) return false;
358 if (!BindGLProc(_glGetProgramInfoLog, "glGetInfoLogARB")) return false;
359 if (!BindGLProc(_glCreateShader, "glCreateShaderObjectARB")) return false;
360 if (!BindGLProc(_glDeleteShader, "glDeleteObjectARB")) return false;
361 if (!BindGLProc(_glShaderSource, "glShaderSourceARB")) return false;
362 if (!BindGLProc(_glCompileShader, "glCompileShaderARB")) return false;
363 if (!BindGLProc(_glAttachShader, "glAttachObjectARB")) return false;
364 if (!BindGLProc(_glGetShaderiv, "glGetObjectParameterivARB")) return false;
365 if (!BindGLProc(_glGetShaderInfoLog, "glGetInfoLogARB")) return false;
366 if (!BindGLProc(_glGetUniformLocation, "glGetUniformLocationARB")) return false;
367 if (!BindGLProc(_glUniform1i, "glUniform1iARB")) return false;
368 if (!BindGLProc(_glUniform1f, "glUniform1fARB")) return false;
369 if (!BindGLProc(_glUniform2f, "glUniform2fARB")) return false;
370 if (!BindGLProc(_glUniform4f, "glUniform4fARB")) return false;
372 if (!BindGLProc(_glGetAttribLocation, "glGetAttribLocationARB")) return false;
373 if (!BindGLProc(_glEnableVertexAttribArray, "glEnableVertexAttribArrayARB")) return false;
374 if (!BindGLProc(_glDisableVertexAttribArray, "glDisableVertexAttribArrayARB")) return false;
375 if (!BindGLProc(_glVertexAttribPointer, "glVertexAttribPointerARB")) return false;
378 /* Bind functions only needed when using GLSL 1.50 shaders. */
379 if (IsOpenGLVersionAtLeast(3, 0)) {
380 BindGLProc(_glBindFragDataLocation, "glBindFragDataLocation");
381 } else if (IsOpenGLExtensionSupported("GL_EXT_gpu_shader4")) {
382 BindGLProc(_glBindFragDataLocation, "glBindFragDataLocationEXT");
383 } else {
384 _glBindFragDataLocation = nullptr;
387 return true;
390 /** Bind extension functions for persistent buffer mapping. */
391 static bool BindPersistentBufferExtensions()
393 /* Optional functions for persistent buffer mapping. */
394 if (IsOpenGLVersionAtLeast(3, 0)) {
395 if (!BindGLProc(_glMapBufferRange, "glMapBufferRange")) return false;
397 if (IsOpenGLVersionAtLeast(4, 4) || IsOpenGLExtensionSupported("GL_ARB_buffer_storage")) {
398 if (!BindGLProc(_glBufferStorage, "glBufferStorage")) return false;
400 #ifndef NO_GL_BUFFER_SYNC
401 if (IsOpenGLVersionAtLeast(3, 2) || IsOpenGLExtensionSupported("GL_ARB_sync")) {
402 if (!BindGLProc(_glClientWaitSync, "glClientWaitSync")) return false;
403 if (!BindGLProc(_glFenceSync, "glFenceSync")) return false;
404 if (!BindGLProc(_glDeleteSync, "glDeleteSync")) return false;
406 #endif
408 return true;
411 /** Callback to receive OpenGL debug messages. */
412 void APIENTRY DebugOutputCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
414 /* Make severity human readable. */
415 const char *severity_str = "";
416 switch (severity) {
417 case GL_DEBUG_SEVERITY_HIGH: severity_str = "high"; break;
418 case GL_DEBUG_SEVERITY_MEDIUM: severity_str = "medium"; break;
419 case GL_DEBUG_SEVERITY_LOW: severity_str = "low"; break;
422 /* Make type human readable.*/
423 const char *type_str = "Other";
424 switch (type) {
425 case GL_DEBUG_TYPE_ERROR: type_str = "Error"; break;
426 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: type_str = "Deprecated"; break;
427 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: type_str = "Undefined behaviour"; break;
428 case GL_DEBUG_TYPE_PERFORMANCE: type_str = "Performance"; break;
429 case GL_DEBUG_TYPE_PORTABILITY: type_str = "Portability"; break;
432 Debug(driver, 6, "OpenGL: {} ({}) - {}", type_str, severity_str, message);
435 /** Enable OpenGL debug messages if supported. */
436 void SetupDebugOutput()
438 #ifndef NO_DEBUG_MESSAGES
439 if (_debug_driver_level < 6) return;
441 if (IsOpenGLVersionAtLeast(4, 3)) {
442 BindGLProc(_glDebugMessageControl, "glDebugMessageControl");
443 BindGLProc(_glDebugMessageCallback, "glDebugMessageCallback");
444 } else if (IsOpenGLExtensionSupported("GL_ARB_debug_output")) {
445 BindGLProc(_glDebugMessageControl, "glDebugMessageControlARB");
446 BindGLProc(_glDebugMessageCallback, "glDebugMessageCallbackARB");
449 if (_glDebugMessageControl != nullptr && _glDebugMessageCallback != nullptr) {
450 /* Enable debug output. As synchronous debug output costs performance, we only enable it with a high debug level. */
451 _glEnable(GL_DEBUG_OUTPUT);
452 if (_debug_driver_level >= 8) _glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
454 _glDebugMessageCallback(&DebugOutputCallback, nullptr);
455 /* Enable all messages on highest debug level.*/
456 _glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, _debug_driver_level >= 9 ? GL_TRUE : GL_FALSE);
457 /* Get debug messages for errors and undefined/deprecated behaviour. */
458 _glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
459 _glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
460 _glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
462 #endif
466 * Create and initialize the singleton back-end class.
467 * @param get_proc Callback to get an OpenGL function from the OS driver.
468 * @param screen_res Current display resolution.
469 * @return nullptr on success, error message otherwise.
471 /* static */ const char *OpenGLBackend::Create(GetOGLProcAddressProc get_proc, const Dimension &screen_res)
473 if (OpenGLBackend::instance != nullptr) OpenGLBackend::Destroy();
475 GetOGLProcAddress = get_proc;
477 OpenGLBackend::instance = new OpenGLBackend();
478 return OpenGLBackend::instance->Init(screen_res);
482 * Free resources and destroy singleton back-end class.
484 /* static */ void OpenGLBackend::Destroy()
486 delete OpenGLBackend::instance;
487 OpenGLBackend::instance = nullptr;
491 * Construct OpenGL back-end class.
493 OpenGLBackend::OpenGLBackend() : cursor_cache(MAX_CACHED_CURSORS)
498 * Free allocated resources.
500 OpenGLBackend::~OpenGLBackend()
502 if (_glDeleteProgram != nullptr) {
503 _glDeleteProgram(this->remap_program);
504 _glDeleteProgram(this->vid_program);
505 _glDeleteProgram(this->pal_program);
506 _glDeleteProgram(this->sprite_program);
508 if (_glDeleteVertexArrays != nullptr) _glDeleteVertexArrays(1, &this->vao_quad);
509 if (_glDeleteBuffers != nullptr) {
510 _glDeleteBuffers(1, &this->vbo_quad);
511 _glDeleteBuffers(1, &this->vid_pbo);
512 _glDeleteBuffers(1, &this->anim_pbo);
514 if (_glDeleteTextures != nullptr) {
515 this->InternalClearCursorCache();
516 OpenGLSprite::Destroy();
518 _glDeleteTextures(1, &this->vid_texture);
519 _glDeleteTextures(1, &this->anim_texture);
520 _glDeleteTextures(1, &this->pal_texture);
525 * Check for the needed OpenGL functionality and allocate all resources.
526 * @param screen_res Current display resolution.
527 * @return Error string or nullptr if successful.
529 const char *OpenGLBackend::Init(const Dimension &screen_res)
531 if (!BindBasicInfoProcs()) return "OpenGL not supported";
533 /* Always query the supported OpenGL version as the current context might have changed. */
534 const char *ver = (const char *)_glGetString(GL_VERSION);
535 const char *vend = (const char *)_glGetString(GL_VENDOR);
536 const char *renderer = (const char *)_glGetString(GL_RENDERER);
538 if (ver == nullptr || vend == nullptr || renderer == nullptr) return "OpenGL not supported";
540 Debug(driver, 1, "OpenGL driver: {} - {} ({})", vend, renderer, ver);
542 #ifndef GL_ALLOW_SOFTWARE_RENDERER
543 /* Don't use MESA software rendering backends as they are slower than
544 * just using a non-OpenGL video driver. */
545 if (strncmp(renderer, "llvmpipe", 8) == 0 || strncmp(renderer, "softpipe", 8) == 0) return "Software renderer detected, not using OpenGL";
546 #endif
548 const char *minor = strchr(ver, '.');
549 _gl_major_ver = atoi(ver);
550 _gl_minor_ver = minor != nullptr ? atoi(minor + 1) : 0;
552 #ifdef _WIN32
553 /* Old drivers on Windows (especially if made by Intel) seem to be
554 * unstable, so cull the oldest stuff here. */
555 if (!IsOpenGLVersionAtLeast(3, 2)) return "Need at least OpenGL version 3.2 on Windows";
556 #endif
558 if (!BindBasicOpenGLProcs()) return "Failed to bind basic OpenGL functions.";
560 SetupDebugOutput();
562 /* OpenGL 1.3 is the absolute minimum. */
563 if (!IsOpenGLVersionAtLeast(1, 3)) return "OpenGL version >= 1.3 required";
564 /* Check for non-power-of-two texture support. */
565 if (!IsOpenGLVersionAtLeast(2, 0) && !IsOpenGLExtensionSupported("GL_ARB_texture_non_power_of_two")) return "Non-power-of-two textures not supported";
566 /* Check for single element texture formats. */
567 if (!IsOpenGLVersionAtLeast(3, 0) && !IsOpenGLExtensionSupported("GL_ARB_texture_rg")) return "Single element texture formats not supported";
568 if (!BindTextureExtensions()) return "Failed to bind texture extension functions";
569 /* Check for vertex buffer objects. */
570 if (!IsOpenGLVersionAtLeast(1, 5) && !IsOpenGLExtensionSupported("ARB_vertex_buffer_object")) return "Vertex buffer objects not supported";
571 if (!BindVBOExtension()) return "Failed to bind VBO extension functions";
572 /* Check for pixel buffer objects. */
573 if (!IsOpenGLVersionAtLeast(2, 1) && !IsOpenGLExtensionSupported("GL_ARB_pixel_buffer_object")) return "Pixel buffer objects not supported";
574 /* Check for vertex array objects. */
575 if (!IsOpenGLVersionAtLeast(3, 0) && (!IsOpenGLExtensionSupported("GL_ARB_vertex_array_object") || !IsOpenGLExtensionSupported("GL_APPLE_vertex_array_object"))) return "Vertex array objects not supported";
576 if (!BindVBAExtension()) return "Failed to bind VBA extension functions";
577 /* Check for shader objects. */
578 if (!IsOpenGLVersionAtLeast(2, 0) && (!IsOpenGLExtensionSupported("GL_ARB_shader_objects") || !IsOpenGLExtensionSupported("GL_ARB_fragment_shader") || !IsOpenGLExtensionSupported("GL_ARB_vertex_shader"))) return "No shader support";
579 if (!BindShaderExtensions()) return "Failed to bind shader extension functions";
580 if (IsOpenGLVersionAtLeast(3, 2) && _glBindFragDataLocation == nullptr) return "OpenGL claims to support version 3.2 but doesn't have glBindFragDataLocation";
582 this->persistent_mapping_supported = IsOpenGLVersionAtLeast(3, 0) && (IsOpenGLVersionAtLeast(4, 4) || IsOpenGLExtensionSupported("GL_ARB_buffer_storage"));
583 #ifndef NO_GL_BUFFER_SYNC
584 this->persistent_mapping_supported = this->persistent_mapping_supported && (IsOpenGLVersionAtLeast(3, 2) || IsOpenGLExtensionSupported("GL_ARB_sync"));
585 #endif
587 if (this->persistent_mapping_supported && !BindPersistentBufferExtensions()) {
588 Debug(driver, 1, "OpenGL claims to support persistent buffer mapping but doesn't export all functions, not using persistent mapping.");
589 this->persistent_mapping_supported = false;
591 if (this->persistent_mapping_supported) Debug(driver, 3, "OpenGL: Using persistent buffer mapping");
593 /* Check maximum texture size against screen resolution. */
594 GLint max_tex_size = 0;
595 _glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_tex_size);
596 if (std::max(screen_res.width, screen_res.height) > (uint)max_tex_size) return "Max supported texture size is too small";
598 /* Check available texture units. */
599 GLint max_tex_units = 0;
600 _glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_tex_units);
601 if (max_tex_units < 4) return "Not enough simultaneous textures supported";
603 Debug(driver, 2, "OpenGL shading language version: {}, texture units = {}", (const char *)_glGetString(GL_SHADING_LANGUAGE_VERSION), (int)max_tex_units);
605 if (!this->InitShaders()) return "Failed to initialize shaders";
607 /* Setup video buffer texture. */
608 _glGenTextures(1, &this->vid_texture);
609 _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
610 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
611 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
612 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
613 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
614 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
615 _glBindTexture(GL_TEXTURE_2D, 0);
616 if (_glGetError() != GL_NO_ERROR) return "Can't generate video buffer texture";
618 /* Setup video buffer texture. */
619 _glGenTextures(1, &this->anim_texture);
620 _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
621 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
622 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
623 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
624 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
625 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
626 _glBindTexture(GL_TEXTURE_2D, 0);
627 if (_glGetError() != GL_NO_ERROR) return "Can't generate animation buffer texture";
629 /* Setup palette texture. */
630 _glGenTextures(1, &this->pal_texture);
631 _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
632 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
633 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
634 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0);
635 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
636 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
637 _glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, 256, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
638 _glBindTexture(GL_TEXTURE_1D, 0);
639 if (_glGetError() != GL_NO_ERROR) return "Can't generate palette lookup texture";
641 /* Bind uniforms in rendering shader program. */
642 GLint tex_location = _glGetUniformLocation(this->vid_program, "colour_tex");
643 GLint palette_location = _glGetUniformLocation(this->vid_program, "palette");
644 GLint sprite_location = _glGetUniformLocation(this->vid_program, "sprite");
645 GLint screen_location = _glGetUniformLocation(this->vid_program, "screen");
646 _glUseProgram(this->vid_program);
647 _glUniform1i(tex_location, 0); // Texture unit 0.
648 _glUniform1i(palette_location, 1); // Texture unit 1.
649 /* Values that result in no transform. */
650 _glUniform4f(sprite_location, 0.0f, 0.0f, 1.0f, 1.0f);
651 _glUniform2f(screen_location, 1.0f, 1.0f);
653 /* Bind uniforms in palette rendering shader program. */
654 tex_location = _glGetUniformLocation(this->pal_program, "colour_tex");
655 palette_location = _glGetUniformLocation(this->pal_program, "palette");
656 sprite_location = _glGetUniformLocation(this->pal_program, "sprite");
657 screen_location = _glGetUniformLocation(this->pal_program, "screen");
658 _glUseProgram(this->pal_program);
659 _glUniform1i(tex_location, 0); // Texture unit 0.
660 _glUniform1i(palette_location, 1); // Texture unit 1.
661 _glUniform4f(sprite_location, 0.0f, 0.0f, 1.0f, 1.0f);
662 _glUniform2f(screen_location, 1.0f, 1.0f);
664 /* Bind uniforms in remap shader program. */
665 tex_location = _glGetUniformLocation(this->remap_program, "colour_tex");
666 palette_location = _glGetUniformLocation(this->remap_program, "palette");
667 GLint remap_location = _glGetUniformLocation(this->remap_program, "remap_tex");
668 this->remap_sprite_loc = _glGetUniformLocation(this->remap_program, "sprite");
669 this->remap_screen_loc = _glGetUniformLocation(this->remap_program, "screen");
670 this->remap_zoom_loc = _glGetUniformLocation(this->remap_program, "zoom");
671 this->remap_rgb_loc = _glGetUniformLocation(this->remap_program, "rgb");
672 _glUseProgram(this->remap_program);
673 _glUniform1i(tex_location, 0); // Texture unit 0.
674 _glUniform1i(palette_location, 1); // Texture unit 1.
675 _glUniform1i(remap_location, 2); // Texture unit 2.
677 /* Bind uniforms in sprite shader program. */
678 tex_location = _glGetUniformLocation(this->sprite_program, "colour_tex");
679 palette_location = _glGetUniformLocation(this->sprite_program, "palette");
680 remap_location = _glGetUniformLocation(this->sprite_program, "remap_tex");
681 GLint pal_location = _glGetUniformLocation(this->sprite_program, "pal");
682 this->sprite_sprite_loc = _glGetUniformLocation(this->sprite_program, "sprite");
683 this->sprite_screen_loc = _glGetUniformLocation(this->sprite_program, "screen");
684 this->sprite_zoom_loc = _glGetUniformLocation(this->sprite_program, "zoom");
685 this->sprite_rgb_loc = _glGetUniformLocation(this->sprite_program, "rgb");
686 this->sprite_crash_loc = _glGetUniformLocation(this->sprite_program, "crash");
687 _glUseProgram(this->sprite_program);
688 _glUniform1i(tex_location, 0); // Texture unit 0.
689 _glUniform1i(palette_location, 1); // Texture unit 1.
690 _glUniform1i(remap_location, 2); // Texture unit 2.
691 _glUniform1i(pal_location, 3); // Texture unit 3.
692 (void)_glGetError(); // Clear errors.
694 /* Create pixel buffer object as video buffer storage. */
695 _glGenBuffers(1, &this->vid_pbo);
696 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
697 _glGenBuffers(1, &this->anim_pbo);
698 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
699 if (_glGetError() != GL_NO_ERROR) return "Can't allocate pixel buffer for video buffer";
701 /* Prime vertex buffer with a full-screen quad and store
702 * the corresponding state in a vertex array object. */
703 static const Simple2DVertex vert_array[] = {
704 // x y u v
705 { 1.f, -1.f, 1.f, 1.f },
706 { 1.f, 1.f, 1.f, 0.f },
707 { -1.f, -1.f, 0.f, 1.f },
708 { -1.f, 1.f, 0.f, 0.f },
711 /* Create VAO. */
712 _glGenVertexArrays(1, &this->vao_quad);
713 _glBindVertexArray(this->vao_quad);
715 /* Create and fill VBO. */
716 _glGenBuffers(1, &this->vbo_quad);
717 _glBindBuffer(GL_ARRAY_BUFFER, this->vbo_quad);
718 _glBufferData(GL_ARRAY_BUFFER, sizeof(vert_array), vert_array, GL_STATIC_DRAW);
719 if (_glGetError() != GL_NO_ERROR) return "Can't generate VBO for fullscreen quad";
721 /* Set vertex state. */
722 GLint loc_position = _glGetAttribLocation(this->vid_program, "position");
723 GLint colour_position = _glGetAttribLocation(this->vid_program, "colour_uv");
724 _glEnableVertexAttribArray(loc_position);
725 _glEnableVertexAttribArray(colour_position);
726 _glVertexAttribPointer(loc_position, 2, GL_FLOAT, GL_FALSE, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, x));
727 _glVertexAttribPointer(colour_position, 2, GL_FLOAT, GL_FALSE, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, u));
728 _glBindVertexArray(0);
730 /* Create resources for sprite rendering. */
731 if (!OpenGLSprite::Create()) return "Failed to create sprite rendering resources";
733 this->PrepareContext();
734 (void)_glGetError(); // Clear errors.
736 return nullptr;
739 void OpenGLBackend::PrepareContext()
741 _glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
742 _glDisable(GL_DEPTH_TEST);
743 /* Enable alpha blending using the src alpha factor. */
744 _glEnable(GL_BLEND);
745 _glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
748 std::string OpenGLBackend::GetDriverName()
750 std::string res{};
751 /* Skipping GL_VENDOR as it tends to be "obvious" from the renderer and version data, and just makes the string pointlessly longer */
752 res += reinterpret_cast<const char *>(_glGetString(GL_RENDERER));
753 res += ", ";
754 res += reinterpret_cast<const char *>(_glGetString(GL_VERSION));
755 return res;
759 * Check a shader for compilation errors and log them if necessary.
760 * @param shader Shader to check.
761 * @return True if the shader is valid.
763 static bool VerifyShader(GLuint shader)
765 static ReusableBuffer<char> log_buf;
767 GLint result = GL_FALSE;
768 _glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
770 /* Output log if there is one. */
771 GLint log_len = 0;
772 _glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len);
773 if (log_len > 0) {
774 _glGetShaderInfoLog(shader, log_len, nullptr, log_buf.Allocate(log_len));
775 Debug(driver, result != GL_TRUE ? 0 : 2, "{}", log_buf.GetBuffer()); // Always print on failure.
778 return result == GL_TRUE;
782 * Check a program for link errors and log them if necessary.
783 * @param program Program to check.
784 * @return True if the program is valid.
786 static bool VerifyProgram(GLuint program)
788 static ReusableBuffer<char> log_buf;
790 GLint result = GL_FALSE;
791 _glGetProgramiv(program, GL_LINK_STATUS, &result);
793 /* Output log if there is one. */
794 GLint log_len = 0;
795 _glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len);
796 if (log_len > 0) {
797 _glGetProgramInfoLog(program, log_len, nullptr, log_buf.Allocate(log_len));
798 Debug(driver, result != GL_TRUE ? 0 : 2, "{}", log_buf.GetBuffer()); // Always print on failure.
801 return result == GL_TRUE;
805 * Create all needed shader programs.
806 * @return True if successful, false otherwise.
808 bool OpenGLBackend::InitShaders()
810 const char *ver = (const char *)_glGetString(GL_SHADING_LANGUAGE_VERSION);
811 if (ver == nullptr) return false;
813 int glsl_major = ver[0] - '0';
814 int glsl_minor = ver[2] - '0';
816 bool glsl_150 = (IsOpenGLVersionAtLeast(3, 2) || glsl_major > 1 || (glsl_major == 1 && glsl_minor >= 5)) && _glBindFragDataLocation != nullptr;
818 /* Create vertex shader. */
819 GLuint vert_shader = _glCreateShader(GL_VERTEX_SHADER);
820 _glShaderSource(vert_shader, glsl_150 ? lengthof(_vertex_shader_sprite_150) : lengthof(_vertex_shader_sprite), glsl_150 ? _vertex_shader_sprite_150 : _vertex_shader_sprite, nullptr);
821 _glCompileShader(vert_shader);
822 if (!VerifyShader(vert_shader)) return false;
824 /* Create fragment shader for plain RGBA. */
825 GLuint frag_shader_rgb = _glCreateShader(GL_FRAGMENT_SHADER);
826 _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);
827 _glCompileShader(frag_shader_rgb);
828 if (!VerifyShader(frag_shader_rgb)) return false;
830 /* Create fragment shader for paletted only. */
831 GLuint frag_shader_pal = _glCreateShader(GL_FRAGMENT_SHADER);
832 _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);
833 _glCompileShader(frag_shader_pal);
834 if (!VerifyShader(frag_shader_pal)) return false;
836 /* Sprite remap fragment shader. */
837 GLuint remap_shader = _glCreateShader(GL_FRAGMENT_SHADER);
838 _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);
839 _glCompileShader(remap_shader);
840 if (!VerifyShader(remap_shader)) return false;
842 /* Sprite fragment shader. */
843 GLuint sprite_shader = _glCreateShader(GL_FRAGMENT_SHADER);
844 _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);
845 _glCompileShader(sprite_shader);
846 if (!VerifyShader(sprite_shader)) return false;
848 /* Link shaders to program. */
849 this->vid_program = _glCreateProgram();
850 _glAttachShader(this->vid_program, vert_shader);
851 _glAttachShader(this->vid_program, frag_shader_rgb);
853 this->pal_program = _glCreateProgram();
854 _glAttachShader(this->pal_program, vert_shader);
855 _glAttachShader(this->pal_program, frag_shader_pal);
857 this->remap_program = _glCreateProgram();
858 _glAttachShader(this->remap_program, vert_shader);
859 _glAttachShader(this->remap_program, remap_shader);
861 this->sprite_program = _glCreateProgram();
862 _glAttachShader(this->sprite_program, vert_shader);
863 _glAttachShader(this->sprite_program, sprite_shader);
865 if (glsl_150) {
866 /* Bind fragment shader outputs. */
867 _glBindFragDataLocation(this->vid_program, 0, "colour");
868 _glBindFragDataLocation(this->pal_program, 0, "colour");
869 _glBindFragDataLocation(this->remap_program, 0, "colour");
870 _glBindFragDataLocation(this->sprite_program, 0, "colour");
873 _glLinkProgram(this->vid_program);
874 if (!VerifyProgram(this->vid_program)) return false;
876 _glLinkProgram(this->pal_program);
877 if (!VerifyProgram(this->pal_program)) return false;
879 _glLinkProgram(this->remap_program);
880 if (!VerifyProgram(this->remap_program)) return false;
882 _glLinkProgram(this->sprite_program);
883 if (!VerifyProgram(this->sprite_program)) return false;
885 _glDeleteShader(vert_shader);
886 _glDeleteShader(frag_shader_rgb);
887 _glDeleteShader(frag_shader_pal);
888 _glDeleteShader(remap_shader);
889 _glDeleteShader(sprite_shader);
891 return true;
895 * Clear the bound pixel buffer to a specific value.
896 * @param len Length of the buffer.
897 * @param data Value to set.
898 * @tparam T Pixel type.
900 template <class T>
901 static void ClearPixelBuffer(size_t len, T data)
903 T *buf = reinterpret_cast<T *>(_glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE));
904 for (size_t i = 0; i < len; i++) {
905 *buf++ = data;
907 _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
911 * Change the size of the drawing window and allocate matching resources.
912 * @param w New width of the window.
913 * @param h New height of the window.
914 * @param force Recreate resources even if size didn't change.
915 * @param False if nothing had to be done, true otherwise.
917 bool OpenGLBackend::Resize(int w, int h, bool force)
919 if (!force && _screen.width == w && _screen.height == h) return false;
921 int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
922 int pitch = Align(w, 4);
924 _glViewport(0, 0, w, h);
926 _glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch);
928 this->vid_buffer = nullptr;
929 if (this->persistent_mapping_supported) {
930 _glDeleteBuffers(1, &this->vid_pbo);
931 _glGenBuffers(1, &this->vid_pbo);
932 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
933 _glBufferStorage(GL_PIXEL_UNPACK_BUFFER, pitch * h * bpp / 8, nullptr, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_CLIENT_STORAGE_BIT);
934 } else {
935 /* Re-allocate video buffer texture and backing store. */
936 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
937 _glBufferData(GL_PIXEL_UNPACK_BUFFER, pitch * h * bpp / 8, nullptr, GL_DYNAMIC_DRAW);
940 if (bpp == 32) {
941 /* Initialize backing store alpha to opaque for 32bpp modes. */
942 Colour black(0, 0, 0);
943 if (_glClearBufferSubData != nullptr) {
944 _glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_RGBA8, 0, pitch * h * bpp / 8, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &black.data);
945 } else {
946 ClearPixelBuffer<uint32>(pitch * h, black.data);
948 } else if (bpp == 8) {
949 if (_glClearBufferSubData != nullptr) {
950 byte b = 0;
951 _glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_R8, 0, pitch * h, GL_RED, GL_UNSIGNED_BYTE, &b);
952 } else {
953 ClearPixelBuffer<byte>(pitch * h, 0);
957 _glActiveTexture(GL_TEXTURE0);
958 _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
959 switch (bpp) {
960 case 8:
961 _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
962 break;
964 default:
965 _glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
966 break;
968 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
970 /* Does this blitter need a separate animation buffer? */
971 if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
972 this->anim_buffer = nullptr;
973 if (this->persistent_mapping_supported) {
974 _glDeleteBuffers(1, &this->anim_pbo);
975 _glGenBuffers(1, &this->anim_pbo);
976 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
977 _glBufferStorage(GL_PIXEL_UNPACK_BUFFER, pitch * h, nullptr, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_CLIENT_STORAGE_BIT);
978 } else {
979 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
980 _glBufferData(GL_PIXEL_UNPACK_BUFFER, pitch * h, nullptr, GL_DYNAMIC_DRAW);
983 /* Initialize buffer as 0 == no remap. */
984 if (_glClearBufferSubData != nullptr) {
985 byte b = 0;
986 _glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_R8, 0, pitch * h, GL_RED, GL_UNSIGNED_BYTE, &b);
987 } else {
988 ClearPixelBuffer<byte>(pitch * h, 0);
991 _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
992 _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
993 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
994 } else {
995 if (this->anim_buffer != nullptr) {
996 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
997 _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
998 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
999 this->anim_buffer = nullptr;
1002 /* Allocate dummy texture that always reads as 0 == no remap. */
1003 uint dummy = 0;
1004 _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1005 _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
1006 _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &dummy);
1009 _glBindTexture(GL_TEXTURE_2D, 0);
1011 /* Set new viewport. */
1012 _screen.height = h;
1013 _screen.width = w;
1014 _screen.pitch = pitch;
1015 _screen.dst_ptr = nullptr;
1017 /* Update screen size in remap shader program. */
1018 _glUseProgram(this->remap_program);
1019 _glUniform2f(this->remap_screen_loc, (float)_screen.width, (float)_screen.height);
1021 _glClear(GL_COLOR_BUFFER_BIT);
1023 return true;
1027 * Update the stored palette.
1028 * @param pal Palette array with at least 256 elements.
1029 * @param first First entry to update.
1030 * @param length Number of entries to update.
1032 void OpenGLBackend::UpdatePalette(const Colour *pal, uint first, uint length)
1034 assert(first + length <= 256);
1036 _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1037 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1038 _glActiveTexture(GL_TEXTURE1);
1039 _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
1040 _glTexSubImage1D(GL_TEXTURE_1D, 0, first, length, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pal + first);
1044 * Render video buffer to the screen.
1046 void OpenGLBackend::Paint()
1048 _glClear(GL_COLOR_BUFFER_BIT);
1050 _glDisable(GL_BLEND);
1052 /* Blit video buffer to screen. */
1053 _glActiveTexture(GL_TEXTURE0);
1054 _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
1055 _glActiveTexture(GL_TEXTURE1);
1056 _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
1057 /* Is the blitter relying on a separate animation buffer? */
1058 if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
1059 _glActiveTexture(GL_TEXTURE2);
1060 _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
1061 _glUseProgram(this->remap_program);
1062 _glUniform4f(this->remap_sprite_loc, 0.0f, 0.0f, 1.0f, 1.0f);
1063 _glUniform2f(this->remap_screen_loc, 1.0f, 1.0f);
1064 _glUniform1f(this->remap_zoom_loc, 0);
1065 _glUniform1i(this->remap_rgb_loc, 1);
1066 } else {
1067 _glUseProgram(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 8 ? this->pal_program : this->vid_program);
1069 _glBindVertexArray(this->vao_quad);
1070 _glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1072 _glEnable(GL_BLEND);
1076 * Draw mouse cursor on screen.
1078 void OpenGLBackend::DrawMouseCursor()
1080 if (!this->cursor_in_window) return;
1082 /* Draw cursor on screen */
1083 _cur_dpi = &_screen;
1084 for (uint i = 0; i < this->cursor_sprite_count; ++i) {
1085 SpriteID sprite = this->cursor_sprite_seq[i].sprite;
1087 /* Sprites are cached by PopulateCursorCache(). */
1088 if (this->cursor_cache.Contains(sprite)) {
1089 Sprite *spr = this->cursor_cache.Get(sprite);
1091 this->RenderOglSprite((OpenGLSprite *)spr->data, this->cursor_sprite_seq[i].pal,
1092 this->cursor_pos.x + this->cursor_sprite_pos[i].x + UnScaleByZoom(spr->x_offs, ZOOM_LVL_GUI),
1093 this->cursor_pos.y + this->cursor_sprite_pos[i].y + UnScaleByZoom(spr->y_offs, ZOOM_LVL_GUI),
1094 ZOOM_LVL_GUI);
1099 void OpenGLBackend::PopulateCursorCache()
1101 static_assert(lengthof(_cursor.sprite_seq) == lengthof(this->cursor_sprite_seq));
1102 static_assert(lengthof(_cursor.sprite_pos) == lengthof(this->cursor_sprite_pos));
1104 if (this->clear_cursor_cache) {
1105 /* We have a pending cursor cache clear to do first. */
1106 this->clear_cursor_cache = false;
1107 this->last_sprite_pal = (PaletteID)-1;
1109 this->InternalClearCursorCache();
1112 this->cursor_pos = _cursor.pos;
1113 this->cursor_sprite_count = _cursor.sprite_count;
1114 this->cursor_in_window = _cursor.in_window;
1116 for (uint i = 0; i < _cursor.sprite_count; ++i) {
1117 this->cursor_sprite_seq[i] = _cursor.sprite_seq[i];
1118 this->cursor_sprite_pos[i] = _cursor.sprite_pos[i];
1119 SpriteID sprite = _cursor.sprite_seq[i].sprite;
1121 if (!this->cursor_cache.Contains(sprite)) {
1122 Sprite *old = this->cursor_cache.Insert(sprite, (Sprite *)GetRawSprite(sprite, ST_NORMAL, &SimpleSpriteAlloc, this));
1123 if (old != nullptr) {
1124 OpenGLSprite *sprite = (OpenGLSprite *)old->data;
1125 sprite->~OpenGLSprite();
1126 free(old);
1133 * Clear all cached cursor sprites.
1135 void OpenGLBackend::InternalClearCursorCache()
1137 Sprite *sp;
1138 while ((sp = this->cursor_cache.Pop()) != nullptr) {
1139 OpenGLSprite *sprite = (OpenGLSprite *)sp->data;
1140 sprite->~OpenGLSprite();
1141 free(sp);
1146 * Queue a request for cursor cache clear.
1148 void OpenGLBackend::ClearCursorCache()
1150 /* If the game loop is threaded, this function might be called
1151 * from the game thread. As we can call OpenGL functions only
1152 * on the main thread, just set a flag that is handled the next
1153 * time we prepare the cursor cache for drawing. */
1154 this->clear_cursor_cache = true;
1158 * Get a pointer to the memory for the video driver to draw to.
1159 * @return Pointer to draw on.
1161 void *OpenGLBackend::GetVideoBuffer()
1163 #ifndef NO_GL_BUFFER_SYNC
1164 if (this->sync_vid_mapping != nullptr) _glClientWaitSync(this->sync_vid_mapping, GL_SYNC_FLUSH_COMMANDS_BIT, 100000000); // 100ms timeout.
1165 #endif
1167 if (!this->persistent_mapping_supported) {
1168 assert(this->vid_buffer == nullptr);
1169 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
1170 this->vid_buffer = _glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
1171 } else if (this->vid_buffer == nullptr) {
1172 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
1173 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);
1176 return this->vid_buffer;
1180 * Get a pointer to the memory for the separate animation buffer.
1181 * @return Pointer to draw on.
1183 uint8 *OpenGLBackend::GetAnimBuffer()
1185 if (this->anim_pbo == 0) return nullptr;
1187 #ifndef NO_GL_BUFFER_SYNC
1188 if (this->sync_anim_mapping != nullptr) _glClientWaitSync(this->sync_anim_mapping, GL_SYNC_FLUSH_COMMANDS_BIT, 100000000); // 100ms timeout.
1189 #endif
1191 if (!this->persistent_mapping_supported) {
1192 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
1193 this->anim_buffer = _glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
1194 } else if (this->anim_buffer == nullptr) {
1195 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
1196 this->anim_buffer = _glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, _screen.pitch * _screen.height, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
1199 return (uint8 *)this->anim_buffer;
1203 * Update video buffer texture after the video buffer was filled.
1204 * @param update_rect Rectangle encompassing the dirty region of the video buffer.
1206 void OpenGLBackend::ReleaseVideoBuffer(const Rect &update_rect)
1208 assert(this->vid_pbo != 0);
1210 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
1211 if (!this->persistent_mapping_supported) {
1212 _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
1213 this->vid_buffer = nullptr;
1216 #ifndef NO_GL_BUFFER_SYNC
1217 if (this->persistent_mapping_supported) {
1218 _glDeleteSync(this->sync_vid_mapping);
1219 this->sync_vid_mapping = nullptr;
1221 #endif
1223 /* Update changed rect of the video buffer texture. */
1224 if (!IsEmptyRect(update_rect)) {
1225 _glActiveTexture(GL_TEXTURE0);
1226 _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
1227 _glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
1228 switch (BlitterFactory::GetCurrentBlitter()->GetScreenDepth()) {
1229 case 8:
1230 _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));
1231 break;
1233 default:
1234 _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));
1235 break;
1238 #ifndef NO_GL_BUFFER_SYNC
1239 if (this->persistent_mapping_supported) this->sync_vid_mapping = _glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
1240 #endif
1245 * Update animation buffer texture after the animation buffer was filled.
1246 * @param update_rect Rectangle encompassing the dirty region of the animation buffer.
1248 void OpenGLBackend::ReleaseAnimBuffer(const Rect &update_rect)
1250 if (this->anim_pbo == 0) return;
1252 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
1253 if (!this->persistent_mapping_supported) {
1254 _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
1255 this->anim_buffer = nullptr;
1258 #ifndef NO_GL_BUFFER_SYNC
1259 if (this->persistent_mapping_supported) {
1260 _glDeleteSync(this->sync_anim_mapping);
1261 this->sync_anim_mapping = nullptr;
1263 #endif
1265 /* Update changed rect of the video buffer texture. */
1266 if (update_rect.left != update_rect.right) {
1267 _glActiveTexture(GL_TEXTURE0);
1268 _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
1269 _glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
1270 _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));
1272 #ifndef NO_GL_BUFFER_SYNC
1273 if (this->persistent_mapping_supported) this->sync_anim_mapping = _glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
1274 #endif
1278 /* virtual */ Sprite *OpenGLBackend::Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator)
1280 /* Allocate and construct sprite data. */
1281 Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sizeof(OpenGLSprite));
1283 OpenGLSprite *gl_sprite = (OpenGLSprite *)dest_sprite->data;
1284 new (gl_sprite) OpenGLSprite(sprite->width, sprite->height, sprite->type == ST_FONT ? 1 : ZOOM_LVL_COUNT, sprite->colours);
1286 /* Upload texture data. */
1287 for (int i = 0; i < (sprite->type == ST_FONT ? 1 : ZOOM_LVL_COUNT); i++) {
1288 gl_sprite->Update(sprite[i].width, sprite[i].height, i, sprite[i].data);
1291 dest_sprite->height = sprite->height;
1292 dest_sprite->width = sprite->width;
1293 dest_sprite->x_offs = sprite->x_offs;
1294 dest_sprite->y_offs = sprite->y_offs;
1296 return dest_sprite;
1300 * Render a sprite to the back buffer.
1301 * @param gl_sprite Sprite to render.
1302 * @param x X position of the sprite.
1303 * @param y Y position of the sprite.
1304 * @param zoom Zoom level to use.
1306 void OpenGLBackend::RenderOglSprite(OpenGLSprite *gl_sprite, PaletteID pal, int x, int y, ZoomLevel zoom)
1308 /* Set textures. */
1309 bool rgb = gl_sprite->BindTextures();
1310 _glActiveTexture(GL_TEXTURE0 + 1);
1311 _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
1313 /* Set palette remap. */
1314 _glActiveTexture(GL_TEXTURE0 + 3);
1315 if (pal != PAL_NONE) {
1316 _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex);
1317 if (pal != this->last_sprite_pal) {
1318 /* Different remap palette in use, update texture. */
1319 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, OpenGLSprite::pal_pbo);
1320 _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1322 _glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, 256, GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1);
1323 _glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RED, GL_UNSIGNED_BYTE, nullptr);
1325 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1327 this->last_sprite_pal = pal;
1329 } else {
1330 _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity);
1333 /* Set up shader program. */
1334 Dimension dim = gl_sprite->GetSize(zoom);
1335 _glUseProgram(this->sprite_program);
1336 _glUniform4f(this->sprite_sprite_loc, (float)x, (float)y, (float)dim.width, (float)dim.height);
1337 _glUniform1f(this->sprite_zoom_loc, (float)(zoom - ZOOM_LVL_BEGIN));
1338 _glUniform2f(this->sprite_screen_loc, (float)_screen.width, (float)_screen.height);
1339 _glUniform1i(this->sprite_rgb_loc, rgb ? 1 : 0);
1340 _glUniform1i(this->sprite_crash_loc, pal == PALETTE_CRASH ? 1 : 0);
1342 _glBindVertexArray(this->vao_quad);
1343 _glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1347 /* static */ GLuint OpenGLSprite::dummy_tex[] = { 0, 0 };
1348 /* static */ GLuint OpenGLSprite::pal_identity = 0;
1349 /* static */ GLuint OpenGLSprite::pal_tex = 0;
1350 /* static */ GLuint OpenGLSprite::pal_pbo = 0;
1353 * Create all common resources for sprite rendering.
1354 * @return True if no error occurred.
1356 /* static */ bool OpenGLSprite::Create()
1358 _glGenTextures(NUM_TEX, OpenGLSprite::dummy_tex);
1360 for (int t = TEX_RGBA; t < NUM_TEX; t++) {
1361 _glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[t]);
1363 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
1364 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1365 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
1366 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1367 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1370 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1371 _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1373 /* Load dummy RGBA texture. */
1374 const Colour rgb_pixel(0, 0, 0);
1375 _glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[TEX_RGBA]);
1376 _glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &rgb_pixel);
1378 /* Load dummy remap texture. */
1379 const uint pal = 0;
1380 _glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[TEX_REMAP]);
1381 _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &pal);
1383 /* Create palette remap textures. */
1384 std::array<uint8, 256> identity_pal;
1385 std::iota(std::begin(identity_pal), std::end(identity_pal), 0);
1387 /* Permanent texture for identity remap. */
1388 _glGenTextures(1, &OpenGLSprite::pal_identity);
1389 _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity);
1390 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1391 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1392 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0);
1393 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1394 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1395 _glTexImage1D(GL_TEXTURE_1D, 0, GL_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data());
1397 /* Dynamically updated texture for remaps. */
1398 _glGenTextures(1, &OpenGLSprite::pal_tex);
1399 _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex);
1400 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1401 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1402 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0);
1403 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1404 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1405 _glTexImage1D(GL_TEXTURE_1D, 0, GL_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data());
1407 /* Pixel buffer for remap updates. */
1408 _glGenBuffers(1, &OpenGLSprite::pal_pbo);
1409 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, OpenGLSprite::pal_pbo);
1410 _glBufferData(GL_PIXEL_UNPACK_BUFFER, 256, identity_pal.data(), GL_DYNAMIC_DRAW);
1411 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1413 return _glGetError() == GL_NO_ERROR;
1416 /** Free all common resources for sprite rendering. */
1417 /* static */ void OpenGLSprite::Destroy()
1419 _glDeleteTextures(NUM_TEX, OpenGLSprite::dummy_tex);
1420 _glDeleteTextures(1, &OpenGLSprite::pal_identity);
1421 _glDeleteTextures(1, &OpenGLSprite::pal_tex);
1422 if (_glDeleteBuffers != nullptr) _glDeleteBuffers(1, &OpenGLSprite::pal_pbo);
1426 * Create an OpenGL sprite with a palette remap part.
1427 * @param width Width of the top-level texture.
1428 * @param height Height of the top-level texture.
1429 * @param levels Number of mip-map levels.
1430 * @param components Indicates which sprite components are used.
1432 OpenGLSprite::OpenGLSprite(uint width, uint height, uint levels, SpriteColourComponent components)
1434 assert(levels > 0);
1435 (void)_glGetError();
1437 this->dim.width = width;
1438 this->dim.height = height;
1440 MemSetT(this->tex, 0, NUM_TEX);
1441 _glActiveTexture(GL_TEXTURE0);
1442 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1444 for (int t = TEX_RGBA; t < NUM_TEX; t++) {
1445 /* Sprite component present? */
1446 if (t == TEX_RGBA && components == SCC_PAL) continue;
1447 if (t == TEX_REMAP && (components & SCC_PAL) != SCC_PAL) continue;
1449 /* Allocate texture. */
1450 _glGenTextures(1, &this->tex[t]);
1451 _glBindTexture(GL_TEXTURE_2D, this->tex[t]);
1453 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
1454 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1455 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, levels - 1);
1456 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1457 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1459 /* Set size. */
1460 for (uint i = 0, w = width, h = height; i < levels; i++, w /= 2, h /= 2) {
1461 assert(w * h != 0);
1462 if (t == TEX_REMAP) {
1463 _glTexImage2D(GL_TEXTURE_2D, i, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
1464 } else {
1465 _glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
1470 assert(_glGetError() == GL_NO_ERROR);
1473 OpenGLSprite::~OpenGLSprite()
1475 _glDeleteTextures(NUM_TEX, this->tex);
1479 * Update a single mip-map level with new pixel data.
1480 * @param width Width of the level.
1481 * @param height Height of the level.
1482 * @param level Mip-map level.
1483 * @param data New pixel data.
1485 void OpenGLSprite::Update(uint width, uint height, uint level, const SpriteLoader::CommonPixel * data)
1487 static ReusableBuffer<Colour> buf_rgba;
1488 static ReusableBuffer<uint8> buf_pal;
1490 _glActiveTexture(GL_TEXTURE0);
1491 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1492 _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1494 if (this->tex[TEX_RGBA] != 0) {
1495 /* Unpack pixel data */
1496 Colour *rgba = buf_rgba.Allocate(width * height);
1497 for (size_t i = 0; i < width * height; i++) {
1498 rgba[i].r = data[i].r;
1499 rgba[i].g = data[i].g;
1500 rgba[i].b = data[i].b;
1501 rgba[i].a = data[i].a;
1504 _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_RGBA]);
1505 _glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, rgba);
1508 if (this->tex[TEX_REMAP] != 0) {
1509 /* Unpack and align pixel data. */
1510 int pitch = Align(width, 4);
1512 uint8 *pal = buf_pal.Allocate(pitch * height);
1513 const SpriteLoader::CommonPixel *row = data;
1514 for (uint y = 0; y < height; y++, pal += pitch, row += width) {
1515 for (uint x = 0; x < width; x++) {
1516 pal[x] = row[x].m;
1520 _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_REMAP]);
1521 _glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, buf_pal.GetBuffer());
1524 assert(_glGetError() == GL_NO_ERROR);
1528 * Query the sprite size at a certain zoom level.
1529 * @param level The zoom level to query.
1530 * @return Sprite size at the given zoom level.
1532 inline Dimension OpenGLSprite::GetSize(ZoomLevel level) const
1534 Dimension sd = { (uint)UnScaleByZoomLower(this->dim.width, level), (uint)UnScaleByZoomLower(this->dim.height, level) };
1535 return sd;
1539 * Bind textures for rendering this sprite.
1540 * @return True if the sprite has RGBA data.
1542 bool OpenGLSprite::BindTextures()
1544 _glActiveTexture(GL_TEXTURE0);
1545 _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_RGBA] != 0 ? this->tex[TEX_RGBA] : OpenGLSprite::dummy_tex[TEX_RGBA]);
1546 _glActiveTexture(GL_TEXTURE0 + 2);
1547 _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_REMAP] != 0 ? this->tex[TEX_REMAP] : OpenGLSprite::dummy_tex[TEX_REMAP]);
1549 return this->tex[TEX_RGBA] != 0;