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86Box/src/qt/qt_openglrenderer.cpp

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/*
* 86Box A hypervisor and IBM PC system emulator that specializes in
* running old operating systems and software designed for IBM
* PC systems and compatibles from 1981 through fairly recent
* system designs based on the PCI bus.
*
* This file is part of the 86Box distribution.
*
* OpenGL renderer for Qt, mostly ported over from PCem.
*
*
*
* Authors: Teemu Korhonen
* Cacodemon345
* bit
* Sarah Walker
*
* Copyright 2022 Teemu Korhonen
* Copyright 2025 Cacodemon345
* Copyright 2017 Bit
* Copyright 2017-2020 Sarah Walker
*/
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#include "qt_renderercommon.hpp"
#include "qt_mainwindow.hpp"
extern MainWindow* main_window;
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#include <QCoreApplication>
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#include <QMessageBox>
#include <QWindow>
#include <QPainter>
#include <QWidget>
#include <QEvent>
#include <QApplication>
#include <QString>
#include <QOpenGLContext>
#include <QOpenGLFunctions>
#include <QOpenGLExtraFunctions>
#include <QOpenGLTexture>
#include <QOpenGLDebugLogger>
#include <QImage>
#include <cmath>
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#include "qt_openglrenderer.hpp"
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#include "qt_openglshadermanagerdialog.hpp"
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extern "C" {
#include <86box/86box.h>
#include <86box/plat.h>
#include <86box/ui.h>
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#include <86box/video.h>
#include <86box/path.h>
#include <86box/ini.h>
#include <86box/config.h>
#include <86box/qt-glslp-parser.h>
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char gl3_shader_file[MAX_USER_SHADERS][512];
extern bool cpu_thread_running;
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}
#define SCALE_SOURCE 0
#define SCALE_VIEWPORT 1
#define SCALE_ABSOLUTE 2
static GLfloat matrix[] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 };
extern int video_filter_method;
extern int video_vsync;
extern int video_focus_dim;
extern int video_refresh_rate;
const char *vertex_shader_default_tex_src = "#version 130\n"
"\n"
"in vec4 VertexCoord;\n"
"in vec2 TexCoord;\n"
"\n"
"out vec2 texCoord;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = VertexCoord;\n"
" texCoord = TexCoord;\n"
"}\n";
const char *fragment_shader_default_tex_src = "#version 130\n"
"\n"
"in vec2 texCoord;\n"
"uniform sampler2D Texture;\n"
"\n"
"out vec4 color;"
"\n"
"void main()\n"
"{\n"
" color = texture(Texture, texCoord);\n"
"}\n";
const char *vertex_shader_default_color_src = "#version 130\n"
"\n"
"in vec4 VertexCoord;\n"
"in vec4 Color;\n"
"\n"
"out vec4 color;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = VertexCoord;\n"
" color = Color;\n"
"}\n";
const char *fragment_shader_default_color_src = "#version 130\n"
"\n"
"in vec4 color;\n"
"\n"
"out vec4 outColor;"
"\n"
"void main()\n"
"{\n"
" outColor = color;\n"
"}\n";
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static inline int
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next_pow2(unsigned int n)
{
n--;
n |= n >> 1; // Divide by 2^k for consecutive doublings of k up to 32,
n |= n >> 2; // and then or the results.
n |= n >> 4;
n |= n >> 8;
n |= n >> 16;
n++;
return n;
}
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int
OpenGLRenderer::create_program(struct shader_program *program)
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{
GLint status;
program->id = glw.glCreateProgram();
glw.glAttachShader(program->id, program->vertex_shader);
glw.glAttachShader(program->id, program->fragment_shader);
glw.glLinkProgram(program->id);
glw.glDeleteShader(program->vertex_shader);
glw.glDeleteShader(program->fragment_shader);
program->vertex_shader = program->fragment_shader = 0;
glw.glGetProgramiv(program->id, GL_LINK_STATUS, &status);
if (!status) {
int maxLength;
int length;
glw.glGetProgramiv(program->id, GL_INFO_LOG_LENGTH, &maxLength);
char *log = (char *) malloc(maxLength);
glw.glGetProgramInfoLog(program->id, maxLength, &length, log);
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main_window->showMessage(MBX_ERROR | MBX_FATAL, tr("GLSL Error"), tr("Program not linked:\n\n%1").arg(log).replace("\n", "<br>"));
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// wx_simple_messagebox("GLSL Error", "Program not linked:\n%s", log);
free(log);
return 0;
}
return 1;
}
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int
OpenGLRenderer::compile_shader(GLenum shader_type, const char *prepend, const char *program, int *dst)
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{
const char *source[3];
char version[50];
int ver = 0;
char *version_loc = strstr(program, "#version");
if (version_loc)
ver = (int) strtol(version_loc + 8, (char **) &program, 10);
else {
ver = glsl_version[0] * 100 + glsl_version[1] * 10;
if (ver == 300)
ver = 130;
else if (ver == 310)
ver = 140;
else if (ver == 320)
ver = 150;
}
sprintf(version, "#version %d\n", ver);
source[0] = version;
source[1] = prepend ? prepend : "";
source[2] = program;
pclog("GLSL version %d\n", ver);
GLuint shader = glw.glCreateShader(shader_type);
glw.glShaderSource(shader, 3, source, NULL);
glw.glCompileShader(shader);
GLint status = 0;
glw.glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (!status) {
GLint length;
glw.glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
char *log = (char *) malloc(length);
glw.glGetShaderInfoLog(shader, length, &length, log);
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main_window->showMessage(MBX_ERROR | MBX_FATAL, tr("GLSL Error"), tr("Could not compile shader:\n\n%1").arg(log).replace("\n", "<br>"));
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// wx_simple_messagebox("GLSL Error", "Could not compile shader:\n%s", log);
pclog("Could not compile shader: %s\n", log);
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// pclog("Shader: %s\n", program);
free(log);
return 0;
}
*dst = shader;
return 1;
}
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GLuint
OpenGLRenderer::get_uniform(GLuint program, const char *name)
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{
return glw.glGetUniformLocation(program, name);
}
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GLuint
OpenGLRenderer::get_attrib(GLuint program, const char *name)
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{
return glw.glGetAttribLocation(program, name);
}
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void
OpenGLRenderer::find_uniforms(struct glsl_shader *glsl, int num_pass)
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{
int i;
char s[50];
struct shader_pass *pass = &glsl->passes[num_pass];
int p = pass->program.id;
glw.glUseProgram(p);
struct shader_uniforms *u = &pass->uniforms;
u->mvp_matrix = get_uniform(p, "MVPMatrix");
u->vertex_coord = get_attrib(p, "VertexCoord");
u->tex_coord = get_attrib(p, "TexCoord");
u->color = get_attrib(p, "Color");
u->frame_count = get_uniform(p, "FrameCount");
u->frame_direction = get_uniform(p, "FrameDirection");
u->texture = get_uniform(p, "Texture");
u->input_size = get_uniform(p, "InputSize");
u->texture_size = get_uniform(p, "TextureSize");
u->output_size = get_uniform(p, "OutputSize");
u->orig.texture = get_uniform(p, "OrigTexture");
u->orig.input_size = get_uniform(p, "OrigInputSize");
u->orig.texture_size = get_uniform(p, "OrigTextureSize");
for (i = 0; i < glsl->num_passes; ++i) {
sprintf(s, "Pass%dTexture", (i + 1));
u->pass[i].texture = get_uniform(p, s);
sprintf(s, "Pass%dInputSize", (i + 1));
u->pass[i].input_size = get_uniform(p, s);
sprintf(s, "Pass%dTextureSize", (i + 1));
u->pass[i].texture_size = get_uniform(p, s);
sprintf(s, "PassPrev%dTexture", num_pass - i);
u->prev_pass[i].texture = get_uniform(p, s);
sprintf(s, "PassPrev%dInputSize", num_pass - i);
u->prev_pass[i].input_size = get_uniform(p, s);
sprintf(s, "PassPrev%dTextureSize", num_pass - i);
u->prev_pass[i].texture_size = get_uniform(p, s);
}
u->prev[0].texture = get_uniform(p, "PrevTexture");
u->prev[0].tex_coord = get_attrib(p, "PrevTexCoord");
for (i = 1; i < MAX_PREV; ++i) {
sprintf(s, "Prev%dTexture", i);
u->prev[i].texture = get_uniform(p, s);
sprintf(s, "Prev%dTexCoord", i);
u->prev[i].tex_coord = get_attrib(p, s);
}
for (i = 0; i < MAX_PREV; ++i)
if (u->prev[i].texture >= 0)
glsl->has_prev = 1;
for (i = 0; i < glsl->num_lut_textures; ++i)
u->lut_textures[i] = get_uniform(p, glsl->lut_textures[i].name);
for (i = 0; i < glsl->num_parameters; ++i)
u->parameters[i] = get_uniform(p, glsl->parameters[i].id);
glw.glUseProgram(0);
}
static void
set_scale_mode(char *scale, int *dst)
{
if (!strcmp(scale, "viewport"))
*dst = SCALE_VIEWPORT;
else if (!strcmp(scale, "absolute"))
*dst = SCALE_ABSOLUTE;
else
*dst = SCALE_SOURCE;
}
static void
setup_scale(struct shader *shader, struct shader_pass *pass)
{
set_scale_mode(shader->scale_type_x, &pass->scale.mode[0]);
set_scale_mode(shader->scale_type_y, &pass->scale.mode[1]);
pass->scale.value[0] = shader->scale_x;
pass->scale.value[1] = shader->scale_y;
}
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void
OpenGLRenderer::create_texture(struct shader_texture *tex)
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{
if (tex->width > max_texture_size)
tex->width = max_texture_size;
if (tex->height > max_texture_size)
tex->height = max_texture_size;
pclog("Create texture with size %dx%d\n", tex->width, tex->height);
glw.glGenTextures(1, (GLuint *) &tex->id);
glw.glBindTexture(GL_TEXTURE_2D, tex->id);
glw.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, tex->wrap_mode);
glw.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, tex->wrap_mode);
glw.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, tex->min_filter);
glw.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, tex->mag_filter);
glw.glTexImage2D(GL_TEXTURE_2D, 0, tex->internal_format, tex->width, tex->height, 0, tex->format, tex->type, tex->data);
if (tex->mipmap)
glw.glGenerateMipmap(GL_TEXTURE_2D);
glw.glBindTexture(GL_TEXTURE_2D, 0);
}
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void
OpenGLRenderer::delete_texture(struct shader_texture *tex)
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{
if (tex->id > 0)
glw.glDeleteTextures(1, (GLuint *) &tex->id);
tex->id = 0;
}
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void
OpenGLRenderer::delete_fbo(struct shader_fbo *fbo)
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{
if (fbo->id >= 0) {
glw.glDeleteFramebuffers(1, (GLuint *) &fbo->id);
delete_texture(&fbo->texture);
}
}
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void
OpenGLRenderer::delete_program(struct shader_program *program)
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{
if (program->vertex_shader)
glw.glDeleteShader(program->vertex_shader);
if (program->fragment_shader)
glw.glDeleteShader(program->fragment_shader);
glw.glDeleteProgram(program->id);
}
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void
OpenGLRenderer::delete_vbo(struct shader_vbo *vbo)
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{
if (vbo->color >= 0)
glw.glDeleteBuffers(1, (GLuint *) &vbo->color);
glw.glDeleteBuffers(1, (GLuint *) &vbo->vertex_coord);
glw.glDeleteBuffers(1, (GLuint *) &vbo->tex_coord);
}
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void
OpenGLRenderer::delete_pass(struct shader_pass *pass)
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{
delete_fbo(&pass->fbo);
delete_vbo(&pass->vbo);
delete_program(&pass->program);
glw.glDeleteVertexArrays(1, (GLuint *) &pass->vertex_array);
}
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void
OpenGLRenderer::delete_prev(struct shader_prev *prev)
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{
delete_fbo(&prev->fbo);
delete_vbo(&prev->vbo);
}
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void
OpenGLRenderer::delete_shader(struct glsl_shader *glsl)
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{
int i;
for (i = 0; i < glsl->num_passes; ++i)
delete_pass(&glsl->passes[i]);
if (glsl->has_prev) {
delete_pass(&glsl->prev_scene);
for (i = 0; i < MAX_PREV; ++i)
delete_prev(&glsl->prev[i]);
}
for (i = 0; i < glsl->num_lut_textures; ++i)
delete_texture(&glsl->lut_textures[i].texture);
}
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void
OpenGLRenderer::delete_glsl(glsl_t *glsl)
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{
int i;
for (i = 0; i < glsl->num_shaders; ++i)
delete_shader(&glsl->shaders[i]);
delete_pass(&glsl->scene);
delete_pass(&glsl->fs_color);
delete_pass(&glsl->final_pass);
#ifdef SDL2_SHADER_DEBUG
delete_pass(&glsl->debug);
#endif
}
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void
OpenGLRenderer::create_fbo(struct shader_fbo *fbo)
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{
create_texture(&fbo->texture);
glw.glGenFramebuffers(1, (GLuint *) &fbo->id);
glw.glBindFramebuffer(GL_FRAMEBUFFER, fbo->id);
glw.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo->texture.id, 0);
if (glw.glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
pclog("Could not create framebuffer!\n");
glw.glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
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void
OpenGLRenderer::setup_fbo(struct shader *shader, struct shader_fbo *fbo)
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{
fbo->texture.internal_format = GL_RGBA8;
fbo->texture.format = GL_RGBA;
fbo->texture.min_filter = fbo->texture.mag_filter = shader->filter_linear ? GL_LINEAR : GL_NEAREST;
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fbo->texture.width = 2048;
fbo->texture.height = 2048;
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fbo->texture.type = GL_UNSIGNED_BYTE;
if (!strcmp(shader->wrap_mode, "repeat"))
fbo->texture.wrap_mode = GL_REPEAT;
else if (!strcmp(shader->wrap_mode, "mirrored_repeat"))
fbo->texture.wrap_mode = GL_MIRRORED_REPEAT;
else if (!strcmp(shader->wrap_mode, "clamp_to_edge"))
fbo->texture.wrap_mode = GL_CLAMP_TO_EDGE;
else
fbo->texture.wrap_mode = GL_CLAMP_TO_BORDER;
fbo->srgb = 0;
if (shader->srgb_framebuffer) {
fbo->texture.internal_format = GL_SRGB8_ALPHA8;
fbo->srgb = 1;
} else if (shader->float_framebuffer) {
fbo->texture.internal_format = GL_RGBA32F;
fbo->texture.type = GL_FLOAT;
}
if (fbo->texture.mipmap)
fbo->texture.min_filter = shader->filter_linear ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST;
create_fbo(fbo);
}
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void
OpenGLRenderer::recreate_fbo(struct shader_fbo *fbo, int width, int height)
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{
if (width != fbo->texture.width || height != fbo->texture.height) {
glw.glDeleteFramebuffers(1, (GLuint *) &fbo->id);
glw.glDeleteTextures(1, (GLuint *) &fbo->texture.id);
fbo->texture.width = width;
fbo->texture.height = height;
create_fbo(fbo);
}
}
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int
OpenGLRenderer::create_default_shader_tex(struct shader_pass *pass)
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{
if (!compile_shader(GL_VERTEX_SHADER, 0, vertex_shader_default_tex_src, &pass->program.vertex_shader) || !compile_shader(GL_FRAGMENT_SHADER, 0, fragment_shader_default_tex_src, &pass->program.fragment_shader) || !create_program(&pass->program))
return 0;
glw.glGenVertexArrays(1, (GLuint *) &pass->vertex_array);
struct shader_uniforms *u = &pass->uniforms;
int p = pass->program.id;
memset(u, -1, sizeof(struct shader_uniforms));
u->vertex_coord = get_attrib(p, "VertexCoord");
u->tex_coord = get_attrib(p, "TexCoord");
u->texture = get_uniform(p, "Texture");
pass->scale.mode[0] = pass->scale.mode[1] = SCALE_SOURCE;
pass->scale.value[0] = pass->scale.value[1] = 1.0f;
pass->fbo.id = -1;
pass->active = 1;
return 1;
}
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int
OpenGLRenderer::create_default_shader_color(struct shader_pass *pass)
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{
if (!compile_shader(GL_VERTEX_SHADER, 0, vertex_shader_default_color_src, &pass->program.vertex_shader) || !compile_shader(GL_FRAGMENT_SHADER, 0, fragment_shader_default_color_src, &pass->program.fragment_shader) || !create_program(&pass->program))
return 0;
glw.glGenVertexArrays(1, (GLuint *) &pass->vertex_array);
struct shader_uniforms *u = &pass->uniforms;
int p = pass->program.id;
memset(u, -1, sizeof(struct shader_uniforms));
u->vertex_coord = get_attrib(p, "VertexCoord");
u->color = get_attrib(p, "Color");
pass->scale.mode[0] = pass->scale.mode[1] = SCALE_SOURCE;
pass->scale.value[0] = pass->scale.value[1] = 1.0f;
pass->fbo.id = -1;
pass->active = 1;
return 1;
}
/* create the default scene shader */
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void
OpenGLRenderer::create_scene_shader()
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{
struct shader scene_shader_conf;
memset(&scene_shader_conf, 0, sizeof(struct shader));
create_default_shader_tex(&active_shader->scene);
scene_shader_conf.filter_linear = video_filter_method;
if (active_shader->num_shaders > 0 && active_shader->shaders[0].input_filter_linear >= 0)
scene_shader_conf.filter_linear = active_shader->shaders[0].input_filter_linear;
setup_fbo(&scene_shader_conf, &active_shader->scene.fbo);
memset(&scene_shader_conf, 0, sizeof(struct shader));
create_default_shader_color(&active_shader->fs_color);
setup_fbo(&scene_shader_conf, &active_shader->fs_color.fbo);
}
static int
load_texture(const char *f, struct shader_texture *tex)
{
QImage img;
if (!img.load(f))
return 0;
int width, height;
width = img.size().width();
height = img.size().height();
if (width != next_pow2(width) || height != next_pow2(height))
img = img.scaled(next_pow2(width), next_pow2(height));
width = img.size().width();
height = img.size().height();
img.convertTo(QImage::Format_RGBA8888);
const GLubyte *rgb = img.constBits();
int bpp = 4;
GLubyte *data = (GLubyte *) malloc(width * height * bpp);
int x, y, Y;
for (y = 0; y < height; ++y) {
Y = height - y - 1;
for (x = 0; x < width; x++) {
data[(y * width + x) * bpp + 0] = rgb[(Y * width + x) * 3 + 0];
data[(y * width + x) * bpp + 1] = rgb[(Y * width + x) * 3 + 1];
data[(y * width + x) * bpp + 2] = rgb[(Y * width + x) * 3 + 2];
data[(y * width + x) * bpp + 3] = rgb[(Y * width + x) * 3 + 3];
}
}
tex->width = width;
tex->height = height;
tex->internal_format = GL_RGBA8;
tex->format = GL_RGBA;
tex->type = GL_UNSIGNED_BYTE;
tex->data = data;
return 1;
}
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glsl_t *
OpenGLRenderer::load_glslp(glsl_t *glsl, int num_shader, const char *f)
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{
int i, j;
glslp_t *p = glslp_parse(f);
if (p) {
char path[512];
char file[1024];
int failed = 0;
strcpy(path, f);
char *filename = path_get_filename(path);
struct glsl_shader *gshader = &glsl->shaders[num_shader];
strcpy(gshader->name, p->name);
*filename = 0;
gshader->num_lut_textures = p->num_textures;
for (i = 0; i < p->num_textures; ++i) {
struct texture *texture = &p->textures[i];
sprintf(file, "%s%s", path, texture->path);
struct shader_lut_texture *tex = &gshader->lut_textures[i];
strcpy(tex->name, texture->name);
pclog("Load texture %s...\n", file);
if (!load_texture(file, &tex->texture)) {
//QMessageBox::critical(main_window, tr("GLSL Error"), tr("Could not load texture: %s").arg(file));
main_window->showMessage(MBX_ERROR | MBX_FATAL, tr("GLSL Error"), tr("Could not load texture: %s").arg(file));
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pclog("Could not load texture %s!\n", file);
failed = 1;
break;
}
if (!strcmp(texture->wrap_mode, "repeat"))
tex->texture.wrap_mode = GL_REPEAT;
else if (!strcmp(texture->wrap_mode, "mirrored_repeat"))
tex->texture.wrap_mode = GL_MIRRORED_REPEAT;
else if (!strcmp(texture->wrap_mode, "clamp_to_edge"))
tex->texture.wrap_mode = GL_CLAMP_TO_EDGE;
else
tex->texture.wrap_mode = GL_CLAMP_TO_BORDER;
tex->texture.mipmap = texture->mipmap;
tex->texture.min_filter = tex->texture.mag_filter = texture->linear ? GL_LINEAR : GL_NEAREST;
if (tex->texture.mipmap)
tex->texture.min_filter = texture->linear ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST;
create_texture(&tex->texture);
free(tex->texture.data);
tex->texture.data = 0;
}
if (!failed) {
gshader->input_filter_linear = p->input_filter_linear;
gshader->num_parameters = p->num_parameters;
for (j = 0; j < gshader->num_parameters; ++j)
memcpy(&gshader->parameters[j], &p->parameters[j], sizeof(struct shader_parameter));
gshader->num_passes = p->num_shaders;
for (i = 0; i < p->num_shaders; ++i) {
struct shader *shader = &p->shaders[i];
struct shader_pass *pass = &gshader->passes[i];
strcpy(pass->alias, shader->alias);
if (!strlen(pass->alias))
sprintf(pass->alias, "Pass %u", (i + 1));
pclog("Creating pass %u (%s)\n", (i + 1), pass->alias);
pclog("Loading shader %s...\n", shader->shader_fn);
if (!shader->shader_program) {
main_window->showMessage(MBX_ERROR | MBX_FATAL, tr("GLSL Error"), tr("Could not load shader: %1").arg(shader->shader_fn));
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// wx_simple_messagebox("GLSL Error", "Could not load shader: %s", shader->shader_fn);
pclog("Could not load shader %s\n", shader->shader_fn);
failed = 1;
break;
} else
pclog("Shader %s loaded\n", shader->shader_fn);
failed = !compile_shader(GL_VERTEX_SHADER, "#define VERTEX\n#define PARAMETER_UNIFORM\n",
shader->shader_program, &pass->program.vertex_shader)
|| !compile_shader(GL_FRAGMENT_SHADER, "#define FRAGMENT\n#define PARAMETER_UNIFORM\n",
shader->shader_program, &pass->program.fragment_shader);
if (failed)
break;
if (!create_program(&pass->program)) {
failed = 1;
break;
}
pass->frame_count_mod = shader->frame_count_mod;
pass->fbo.mipmap_input = shader->mipmap_input;
glw.glGenVertexArrays(1, (GLuint *) &pass->vertex_array);
find_uniforms(gshader, i);
setup_scale(shader, pass);
if (i == p->num_shaders - 1) /* last pass may or may not be an fbo depending on scale */
{
if (num_shader == glsl->num_shaders - 1) {
pass->fbo.id = -1;
for (j = 0; j < 2; ++j) {
if (pass->scale.mode[j] != SCALE_SOURCE || pass->scale.value[j] != 1) {
setup_fbo(shader, &pass->fbo);
break;
}
}
} else {
/* check if next shaders' first pass wants the input mipmapped (will this ever
* happen?) */
pass->fbo.texture.mipmap = glsl->shaders[num_shader + 1].num_passes > 0 && glsl->shaders[num_shader + 1].passes[0].fbo.mipmap_input;
/* check if next shader wants the output of this pass to be filtered */
if (glsl->shaders[num_shader + 1].num_passes > 0 && glsl->shaders[num_shader + 1].input_filter_linear >= 0)
shader->filter_linear = glsl->shaders[num_shader + 1].input_filter_linear;
setup_fbo(shader, &pass->fbo);
}
} else {
/* check if next pass wants the input mipmapped, if so we need to generate mipmaps of this
* pass */
pass->fbo.texture.mipmap = (i + 1) < p->num_shaders && p->shaders[i + 1].mipmap_input;
setup_fbo(shader, &pass->fbo);
}
if (pass->fbo.srgb)
glsl->srgb = 1;
pass->active = 1;
}
if (!failed) {
if (gshader->has_prev) {
struct shader scene_shader_conf;
memset(&scene_shader_conf, 0, sizeof(struct shader));
for (i = 0; i < MAX_PREV; ++i) {
setup_fbo(&scene_shader_conf, &gshader->prev[i].fbo);
}
}
}
}
glslp_free(p);
return glsl;
}
return 0;
}
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glsl_t *
OpenGLRenderer::load_shaders(int num, char shaders[MAX_USER_SHADERS][512])
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{
int i;
glsl_t *glsl;
glsl = (glsl_t *) malloc(sizeof(glsl_t));
memset(glsl, 0, sizeof(glsl_t));
glsl->num_shaders = num;
int failed = 0;
for (i = num - 1; i >= 0; --i) {
const char *f = shaders[i];
if (f && strlen(f)) {
if (!load_glslp(glsl, i, f)) {
failed = 1;
break;
}
}
}
if (failed) {
delete_glsl(glsl);
memset(glsl, 0, sizeof(glsl_t));
}
return glsl;
}
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void
OpenGLRenderer::read_shader_config()
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{
char s[512];
int i, j;
for (i = 0; i < active_shader->num_shaders; ++i) {
struct glsl_shader *shader = &active_shader->shaders[i];
char *name = shader->name;
sprintf(s, "GL3 Shaders - %s", name);
// shader->shader_refresh_rate = config_get_float(CFG_MACHINE, s, "shader_refresh_rate", -1);
for (j = 0; j < shader->num_parameters; ++j) {
struct shader_parameter *param = &shader->parameters[j];
param->value = config_get_double(s, param->id, param->default_value);
}
}
}
OpenGLRenderer::OpenGLRenderer(QWidget *parent)
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: QWindow(parent->windowHandle())
, renderTimer(new QTimer(this))
{
connect(renderTimer, &QTimer::timeout, this, [this]() { this->render(); } );
imagebufs[0] = std::unique_ptr<uint8_t>(new uint8_t[2048 * 2048 * 4]);
imagebufs[1] = std::unique_ptr<uint8_t>(new uint8_t[2048 * 2048 * 4]);
buf_usage = std::vector<std::atomic_flag>(2);
buf_usage[0].clear();
buf_usage[1].clear();
QSurfaceFormat format;
setSurfaceType(QWindow::OpenGLSurface);
#ifdef Q_OS_MACOS
format.setVersion(4, 1);
#else
format.setVersion(3, 2);
#endif
format.setProfile(QSurfaceFormat::OpenGLContextProfile::CoreProfile);
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if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGLES)
format.setRenderableType(QSurfaceFormat::OpenGLES);
format.setSwapInterval(video_vsync ? 1 : 0);
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setFormat(format);
parentWidget = parent;
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source.setRect(0, 0, 100, 100);
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isInitialized = false;
isFinalized = false;
}
OpenGLRenderer::~OpenGLRenderer() { finalize(); }
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void
OpenGLRenderer::initialize()
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{
try {
context = new QOpenGLContext(this);
context->setFormat(format());
if (!context->create())
throw opengl_init_error(tr("Couldn't create OpenGL context."));
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if (!context->makeCurrent(this))
throw opengl_init_error(tr("Couldn't switch to OpenGL context."));
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auto version = context->format().version();
if (version.first < 3)
throw opengl_init_error(tr("OpenGL version 3.0 or greater is required. Current version is %1.%2").arg(version.first).arg(version.second));
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glw.initializeOpenGLFunctions();
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pclog("OpenGL information: [%s] %s (%s)\n", glw.glGetString(GL_VENDOR), glw.glGetString(GL_RENDERER), glw.glGetString(GL_VERSION));
glsl_version[0] = glsl_version[1] = -1;
glw.glGetIntegerv(GL_MAJOR_VERSION, &glsl_version[0]);
glw.glGetIntegerv(GL_MINOR_VERSION, &glsl_version[1]);
if (glsl_version[0] < 3) {
throw opengl_init_error(tr("OpenGL version 3.0 or greater is required. Current GLSL version is %1.%2").arg(glsl_version[0]).arg(glsl_version[1]));
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}
pclog("Using OpenGL %s\n", glw.glGetString(GL_VERSION));
pclog("Using Shading Language %s\n", glw.glGetString(GL_SHADING_LANGUAGE_VERSION));
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glw.glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
pclog("Max texture size: %dx%d\n", max_texture_size, max_texture_size);
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glw.glEnable(GL_TEXTURE_2D);
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//renderTimer->start(75);
if (video_framerate != -1) {
renderTimer->start(ceilf(1000.f / (float)video_framerate));
}
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scene_texture.data = NULL;
scene_texture.width = 2048;
scene_texture.height = 2048;
scene_texture.internal_format = GL_RGBA8;
scene_texture.format = GL_BGRA;
scene_texture.type = GL_UNSIGNED_INT_8_8_8_8_REV;
scene_texture.wrap_mode = GL_CLAMP_TO_BORDER;
scene_texture.min_filter = scene_texture.mag_filter = video_filter_method ? GL_LINEAR : GL_NEAREST;
scene_texture.mipmap = 0;
create_texture(&scene_texture);
/* load shader */
// const char* shaders[1];
// shaders[0] = gl3_shader_file;
//
// active_shader = load_shaders(1, shaders);
// const char* shaders[3];
// shaders[0] = "/home/phantasy/git/glsl-shaders/ntsc/ntsc-320px.glslp";
// shaders[1] = "/home/phantasy/git/glsl-shaders/motionblur/motionblur-simple.glslp";
// shaders[2] = "/home/phantasy/git/glsl-shaders/crt/crt-lottes-multipass.glslp";
//
// active_shader = load_shaders(3, shaders);
int num_shaders = 0;
for (int i = 0; i < MAX_USER_SHADERS; ++i) {
if (strlen(gl3_shader_file[i]))
++num_shaders;
else
break;
}
active_shader = load_shaders(num_shaders, gl3_shader_file);
create_scene_shader();
/* read config */
read_shader_config();
/* buffers */
GLfloat vertex[] = { -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f };
GLfloat inv_vertex[] = { -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f };
GLfloat tex_coords[] = { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f };
GLfloat colors[] = { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f };
/* set the scene shader buffers */
{
glw.glBindVertexArray(active_shader->scene.vertex_array);
struct shader_vbo *vbo = &active_shader->scene.vbo;
glw.glGenBuffers(1, (GLuint *) &vbo->vertex_coord);
glw.glBindBuffer(GL_ARRAY_BUFFER, vbo->vertex_coord);
glw.glBufferData(GL_ARRAY_BUFFER, sizeof(inv_vertex), inv_vertex, GL_STATIC_DRAW);
glw.glVertexAttribPointer(active_shader->scene.uniforms.vertex_coord, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat),
(GLvoid *) 0);
glw.glGenBuffers(1, (GLuint *) &vbo->tex_coord);
glw.glBindBuffer(GL_ARRAY_BUFFER, vbo->tex_coord);
glw.glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coords), tex_coords, GL_DYNAMIC_DRAW);
glw.glVertexAttribPointer(active_shader->scene.uniforms.tex_coord, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(GLfloat),
(GLvoid *) 0);
}
/* set buffers for all passes */
for (int j = 0; j < active_shader->num_shaders; ++j) {
struct glsl_shader *shader = &active_shader->shaders[j];
for (int i = 0; i < shader->num_passes; ++i) {
struct shader_uniforms *u = &shader->passes[i].uniforms;
glw.glBindVertexArray(shader->passes[i].vertex_array);
struct shader_vbo *vbo = &shader->passes[i].vbo;
glw.glGenBuffers(1, (GLuint *) &vbo->vertex_coord);
glw.glBindBuffer(GL_ARRAY_BUFFER, vbo->vertex_coord);
glw.glBufferData(GL_ARRAY_BUFFER, sizeof(vertex), vertex, GL_STATIC_DRAW);
glw.glVertexAttribPointer(u->vertex_coord, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), (GLvoid *) 0);
glw.glGenBuffers(1, (GLuint *) &vbo->tex_coord);
glw.glBindBuffer(GL_ARRAY_BUFFER, vbo->tex_coord);
glw.glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coords), tex_coords, GL_DYNAMIC_DRAW);
glw.glVertexAttribPointer(u->tex_coord, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(GLfloat), (GLvoid *) 0);
if (u->color) {
glw.glGenBuffers(1, (GLuint *) &vbo->color);
glw.glBindBuffer(GL_ARRAY_BUFFER, vbo->color);
glw.glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
glw.glVertexAttribPointer(u->color, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (GLvoid *) 0);
}
}
}
for (int i = 0; i < active_shader->num_shaders; ++i) {
struct glsl_shader *shader = &active_shader->shaders[i];
if (shader->has_prev) {
struct shader_pass *prev_pass = &shader->prev_scene;
create_default_shader_tex(prev_pass);
struct shader_vbo *vbo = &prev_pass->vbo;
glw.glBindVertexArray(prev_pass->vertex_array);
glw.glGenBuffers(1, (GLuint *) &vbo->vertex_coord);
glw.glBindBuffer(GL_ARRAY_BUFFER, vbo->vertex_coord);
glw.glBufferData(GL_ARRAY_BUFFER, sizeof(vertex), vertex, GL_STATIC_DRAW);
glw.glVertexAttribPointer(prev_pass->uniforms.vertex_coord, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat),
(GLvoid *) 0);
glw.glGenBuffers(1, (GLuint *) &vbo->tex_coord);
glw.glBindBuffer(GL_ARRAY_BUFFER, vbo->tex_coord);
glw.glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coords), tex_coords, GL_DYNAMIC_DRAW);
glw.glVertexAttribPointer(prev_pass->uniforms.tex_coord, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(GLfloat),
(GLvoid *) 0);
for (int j = 0; j < MAX_PREV; ++j) {
struct shader_prev *prev = &shader->prev[j];
struct shader_vbo *prev_vbo = &prev->vbo;
glw.glGenBuffers(1, (GLuint *) &prev_vbo->vertex_coord);
glw.glBindBuffer(GL_ARRAY_BUFFER, prev_vbo->vertex_coord);
glw.glBufferData(GL_ARRAY_BUFFER, sizeof(vertex), vertex, GL_STATIC_DRAW);
glw.glGenBuffers(1, (GLuint *) &prev_vbo->tex_coord);
glw.glBindBuffer(GL_ARRAY_BUFFER, prev_vbo->tex_coord);
glw.glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coords), tex_coords, GL_DYNAMIC_DRAW);
}
}
}
/* create final pass */
if (active_shader->num_shaders == 0 || active_shader->shaders[active_shader->num_shaders - 1].passes[active_shader->shaders[active_shader->num_shaders - 1].num_passes - 1].fbo.id >= 0) {
struct shader_pass *final_pass = &active_shader->final_pass;
create_default_shader_tex(final_pass);
glw.glBindVertexArray(final_pass->vertex_array);
struct shader_vbo *vbo = &final_pass->vbo;
glw.glGenBuffers(1, (GLuint *) &vbo->vertex_coord);
glw.glBindBuffer(GL_ARRAY_BUFFER, vbo->vertex_coord);
glw.glBufferData(GL_ARRAY_BUFFER, sizeof(vertex), vertex, GL_STATIC_DRAW);
glw.glVertexAttribPointer(final_pass->uniforms.vertex_coord, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat),
(GLvoid *) 0);
glw.glGenBuffers(1, (GLuint *) &vbo->tex_coord);
glw.glBindBuffer(GL_ARRAY_BUFFER, vbo->tex_coord);
glw.glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coords), tex_coords, GL_DYNAMIC_DRAW);
glw.glVertexAttribPointer(final_pass->uniforms.tex_coord, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(GLfloat),
(GLvoid *) 0);
}
{
struct shader_pass *color_pass = &active_shader->fs_color;
create_default_shader_color(color_pass);
glw.glBindVertexArray(color_pass->vertex_array);
struct shader_vbo *vbo = &color_pass->vbo;
glw.glGenBuffers(1, (GLuint *) &vbo->vertex_coord);
glw.glBindBuffer(GL_ARRAY_BUFFER, vbo->vertex_coord);
glw.glBufferData(GL_ARRAY_BUFFER, sizeof(vertex), vertex, GL_STATIC_DRAW);
glw.glVertexAttribPointer(color_pass->uniforms.vertex_coord, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat),
(GLvoid *) 0);
glw.glGenBuffers(1, (GLuint *) &vbo->color);
glw.glBindBuffer(GL_ARRAY_BUFFER, vbo->color);
glw.glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_DYNAMIC_DRAW);
glw.glVertexAttribPointer(color_pass->uniforms.color, 4, GL_FLOAT, GL_TRUE, 4 * sizeof(GLfloat), (GLvoid *) 0);
}
#ifdef SDL2_SHADER_DEBUG
struct shader_pass *debug_pass = &active_shader->debug;
create_default_shader(debug_pass);
glw.glBindVertexArray(debug_pass->vertex_array);
struct shader_vbo *vbo = &debug_pass->vbo;
glw.glGenBuffers(1, &vbo->vertex_coord);
glw.glBindBuffer(GL_ARRAY_BUFFER, vbo->vertex_coord);
glw.glBufferData(GL_ARRAY_BUFFER, sizeof(vertex), vertex, GL_STATIC_DRAW);
glw.glVertexAttribPointer(debug_pass->uniforms.vertex_coord, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), (GLvoid *) 0);
glw.glGenBuffers(1, &vbo->tex_coord);
glw.glBindBuffer(GL_ARRAY_BUFFER, vbo->tex_coord);
glw.glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coords), tex_coords, GL_DYNAMIC_DRAW);
glw.glVertexAttribPointer(debug_pass->uniforms.tex_coord, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(GLfloat), (GLvoid *) 0);
#endif
glw.glBindBuffer(GL_ARRAY_BUFFER, 0);
glw.glBindVertexArray(0);
isInitialized = true;
isFinalized = false;
emit initialized();
glw.glClearColor(0, 0, 0, 1);
glw.glClear(GL_COLOR_BUFFER_BIT);
context->swapBuffers(this);
} catch (const opengl_init_error &e) {
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/* Mark all buffers as in use */
for (auto &flag : buf_usage)
flag.test_and_set();
main_window->showMessage(MBX_ERROR | MBX_FATAL, tr("Error initializing OpenGL"), e.what() + tr("\nFalling back to software rendering."));
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context->doneCurrent();
isFinalized = true;
isInitialized = true;
emit errorInitializing();
}
}
void
OpenGLRenderer::finalize()
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{
if (isFinalized)
return;
context->makeCurrent(this);
delete_texture(&scene_texture);
if (active_shader) {
delete_glsl(active_shader);
free(active_shader);
}
active_shader = NULL;
context->doneCurrent();
context = nullptr;
isFinalized = true;
}
void
OpenGLRenderer::onBlit(int buf_idx, int x, int y, int w, int h)
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{
if (notReady())
return;
context->makeCurrent(this);
#ifdef Q_OS_MACOS
glViewport(
destination.x() * devicePixelRatio(),
destination.y() * devicePixelRatio(),
destination.width() * devicePixelRatio(),
destination.height() * devicePixelRatio());
#endif
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if (source.width() != w || source.height() != h) {
glw.glBindTexture(GL_TEXTURE_2D, scene_texture.id);
glw.glTexImage2D(GL_TEXTURE_2D, 0, (GLenum) QOpenGLTexture::RGBA8_UNorm, w, h, 0, (GLenum) QOpenGLTexture::BGRA, (GLenum) QOpenGLTexture::UInt32_RGBA8_Rev, NULL);
glw.glBindTexture(GL_TEXTURE_2D, 0);
}
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source.setRect(x, y, w, h);
glw.glBindTexture(GL_TEXTURE_2D, scene_texture.id);
glw.glPixelStorei(GL_UNPACK_ROW_LENGTH, 2048);
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glw.glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, (GLenum) QOpenGLTexture::BGRA, (GLenum) QOpenGLTexture::UInt32_RGBA8_Rev, (const void *) ((uintptr_t) imagebufs[buf_idx].get() + (uintptr_t) (2048 * 4 * y + x * 4)));
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glw.glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glw.glBindTexture(GL_TEXTURE_2D, 0);
buf_usage[buf_idx].clear();
source.setRect(x, y, w, h);
onResize(this->width(), this->height());
if (video_framerate == -1)
render();
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}
std::vector<std::tuple<uint8_t *, std::atomic_flag *>>
OpenGLRenderer::getBuffers()
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{
std::vector<std::tuple<uint8_t *, std::atomic_flag *>> buffers;
buffers.push_back(std::make_tuple(imagebufs[0].get(), &buf_usage[0]));
buffers.push_back(std::make_tuple(imagebufs[1].get(), &buf_usage[1]));
return buffers;
}
void
OpenGLRenderer::exposeEvent(QExposeEvent *event)
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{
Q_UNUSED(event);
if (!isInitialized)
initialize();
onResize(size().width(), size().height());
}
void
OpenGLRenderer::resizeEvent(QResizeEvent *event)
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{
Q_UNUSED(event);
onResize(event->size().width(), event->size().height());
if (notReady())
return;
context->makeCurrent(this);
glw.glViewport(
destination.x() * devicePixelRatio(),
destination.y() * devicePixelRatio(),
destination.width() * devicePixelRatio(),
destination.height() * devicePixelRatio());
}
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void
OpenGLRenderer::render_pass(struct render_data *data)
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{
int i;
GLuint texture_unit = 0;
// pclog("pass %d: %gx%g, %gx%g -> %gx%g, %gx%g, %gx%g\n", num_pass, pass->state.input_size[0],
// pass->state.input_size[1], pass->state.input_texture_size[0], pass->state.input_texture_size[1],
// pass->state.output_size[0], pass->state.output_size[1], pass->state.output_texture_size[0],
// pass->state.output_texture_size[1], output_size[0], output_size[1]);
glw.glBindVertexArray(data->shader_pass->vertex_array);
GLint p = data->shader_pass->program.id;
struct shader_uniforms *u = &data->shader_pass->uniforms;
glw.glUseProgram(p);
if (data->texture) {
glw.glActiveTexture(GL_TEXTURE0 + texture_unit);
glw.glBindTexture(GL_TEXTURE_2D, data->texture);
glw.glUniform1i(u->texture, texture_unit);
texture_unit++;
}
if (u->color >= 0)
glw.glEnableVertexAttribArray(u->color);
if (u->mvp_matrix >= 0)
glw.glUniformMatrix4fv(u->mvp_matrix, 1, 0, matrix);
if (u->frame_direction >= 0)
glw.glUniform1i(u->frame_direction, 1);
int framecnt = data->frame_count;
if (data->shader_pass->frame_count_mod > 0)
framecnt = framecnt % data->shader_pass->frame_count_mod;
if (u->frame_count >= 0)
glw.glUniform1i(u->frame_count, framecnt);
if (u->input_size >= 0)
glw.glUniform2fv(u->input_size, 1, data->shader_pass->state.input_size);
if (u->texture_size >= 0)
glw.glUniform2fv(u->texture_size, 1, data->shader_pass->state.input_texture_size);
if (u->output_size >= 0)
glw.glUniform2fv(u->output_size, 1, data->output_size);
if (data->shader) {
/* parameters */
for (i = 0; i < data->shader->num_parameters; ++i)
if (u->parameters[i] >= 0)
glw.glUniform1f(u->parameters[i], data->shader->parameters[i].value);
if (data->pass > 0) {
struct shader_pass *passes = data->shader->passes;
struct shader_pass *orig = data->orig_pass;
if (u->orig.texture >= 0) {
glw.glActiveTexture(GL_TEXTURE0 + texture_unit);
glw.glBindTexture(GL_TEXTURE_2D, orig->fbo.texture.id);
glw.glUniform1i(u->orig.texture, texture_unit);
texture_unit++;
}
if (u->orig.input_size >= 0)
glw.glUniform2fv(u->orig.input_size, 1, orig->state.input_size);
if (u->orig.texture_size >= 0)
glw.glUniform2fv(u->orig.texture_size, 1, orig->state.input_texture_size);
for (i = 0; i < data->pass; ++i) {
if (u->pass[i].texture >= 0) {
glw.glActiveTexture(GL_TEXTURE0 + texture_unit);
glw.glBindTexture(GL_TEXTURE_2D, passes[i].fbo.texture.id);
glw.glUniform1i(u->pass[i].texture, texture_unit);
texture_unit++;
}
if (u->pass[i].texture_size >= 0)
glw.glUniform2fv(u->pass[i].texture_size, 1, passes[i].state.input_texture_size);
if (u->pass[i].input_size >= 0)
glw.glUniform2fv(u->pass[i].input_size, 1, passes[i].state.input_size);
if (u->prev_pass[i].texture >= 0) {
glw.glActiveTexture(GL_TEXTURE0 + texture_unit);
glw.glBindTexture(GL_TEXTURE_2D, passes[i].fbo.texture.id);
glw.glUniform1i(u->prev_pass[i].texture, texture_unit);
texture_unit++;
}
if (u->prev_pass[i].texture_size >= 0)
glw.glUniform2fv(u->prev_pass[i].texture_size, 1, passes[i].state.input_texture_size);
if (u->prev_pass[i].input_size >= 0)
glw.glUniform2fv(u->prev_pass[i].input_size, 1, passes[i].state.input_size);
}
}
if (data->shader->has_prev) {
/* loop through each previous frame */
for (i = 0; i < MAX_PREV; ++i) {
if (u->prev[i].texture >= 0) {
glw.glActiveTexture(GL_TEXTURE0 + texture_unit);
glw.glBindTexture(GL_TEXTURE_2D, data->shader->prev[i].fbo.texture.id);
glw.glUniform1i(u->prev[i].texture, texture_unit);
texture_unit++;
}
if (u->prev[i].tex_coord >= 0) {
glw.glBindBuffer(GL_ARRAY_BUFFER, data->shader->prev[i].vbo.tex_coord);
glw.glVertexAttribPointer(u->prev[i].tex_coord, 2, GL_FLOAT, GL_TRUE,
2 * sizeof(GLfloat), (GLvoid *) 0);
glw.glEnableVertexAttribArray(u->prev[i].tex_coord);
glw.glBindBuffer(GL_ARRAY_BUFFER, 0);
}
}
}
for (i = 0; i < data->shader->num_lut_textures; ++i) {
if (u->lut_textures[i] >= 0) {
glw.glActiveTexture(GL_TEXTURE0 + texture_unit);
glw.glBindTexture(GL_TEXTURE_2D, data->shader->lut_textures[i].texture.id);
glw.glUniform1i(u->lut_textures[i], texture_unit);
texture_unit++;
}
}
}
glw.glEnableVertexAttribArray(u->vertex_coord);
glw.glEnableVertexAttribArray(u->tex_coord);
glw.glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glw.glActiveTexture(GL_TEXTURE0);
glw.glBindTexture(GL_TEXTURE_2D, 0);
glw.glDisableVertexAttribArray(data->shader_pass->uniforms.vertex_coord);
glw.glDisableVertexAttribArray(data->shader_pass->uniforms.tex_coord);
if (data->shader_pass->uniforms.color >= 0)
glw.glDisableVertexAttribArray(data->shader_pass->uniforms.color);
if (data->shader && data->shader->has_prev) {
for (i = 0; i < MAX_PREV; ++i) {
if (u->prev[i].tex_coord >= 0)
glw.glDisableVertexAttribArray(u->prev[i].tex_coord);
}
}
glw.glBindVertexArray(0);
glw.glUseProgram(0);
}
bool
OpenGLRenderer::event(QEvent *event)
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{
Q_UNUSED(event);
bool res = false;
if (!eventDelegate(event, res))
return QWindow::event(event);
return res;
}
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QDialog*
OpenGLRenderer::getOptions(QWidget *parent)
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{
return new OpenGLShaderManagerDialog(parent);
}
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void
OpenGLRenderer::render()
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{
if (!context)
return;
if (notReady())
return;
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int s, i, j;
struct {
uint32_t x, y, w, h;
} window_rect;
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window_rect.x = destination.x() * devicePixelRatio();
window_rect.y = destination.y() * devicePixelRatio();
window_rect.w = destination.width() * devicePixelRatio();
window_rect.h = destination.height() * devicePixelRatio();
glw.glBindTexture(GL_TEXTURE_2D, scene_texture.id);
scene_texture.min_filter = scene_texture.mag_filter = video_filter_method ? GL_LINEAR : GL_NEAREST;
glw.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, video_filter_method ? GL_LINEAR : GL_NEAREST);
glw.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, video_filter_method ? GL_LINEAR : GL_NEAREST);
glw.glBindTexture(GL_TEXTURE_2D, 0);
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GLfloat orig_output_size[] = { (GLfloat)window_rect.w, (GLfloat)window_rect.h };
if (active_shader->srgb)
glw.glEnable(GL_FRAMEBUFFER_SRGB);
struct render_data data;
/* render scene to texture */
{
struct shader_pass *pass = &active_shader->scene;
struct {
uint32_t x, y, w, h;
} rect;
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rect.x = 0;
rect.y = 0;
rect.w = source.width();
rect.h = source.height();
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pass->state.input_size[0] = pass->state.output_size[0] = rect.w;
pass->state.input_size[1] = pass->state.output_size[1] = rect.h;
pass->state.input_texture_size[0] = pass->state.output_texture_size[0] = next_pow2(pass->state.output_size[0]);
pass->state.input_texture_size[1] = pass->state.output_texture_size[1] = next_pow2(pass->state.output_size[1]);
recreate_fbo(&active_shader->scene.fbo, pass->state.output_texture_size[0], pass->state.output_texture_size[1]);
glw.glBindFramebuffer(GL_FRAMEBUFFER, active_shader->scene.fbo.id);
glw.glClearColor(0, 0, 0, 1);
glw.glClear(GL_COLOR_BUFFER_BIT);
glw.glViewport(0, 0, pass->state.output_size[0], pass->state.output_size[1]);
GLfloat minx = 0;
GLfloat miny = 0;
GLfloat maxx = pass->state.output_size[0] / (GLfloat) pass->state.output_texture_size[0];
GLfloat maxy = pass->state.output_size[1] / (GLfloat) pass->state.output_texture_size[1];
pass->state.tex_coords[0] = minx;
pass->state.tex_coords[1] = miny;
pass->state.tex_coords[2] = minx;
pass->state.tex_coords[3] = maxy;
pass->state.tex_coords[4] = maxx;
pass->state.tex_coords[5] = miny;
pass->state.tex_coords[6] = maxx;
pass->state.tex_coords[7] = maxy;
// create input tex coords
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minx = 0;
miny = 0;
maxx = 1;
maxy = 1;
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GLfloat tex_coords[] = { minx, miny, minx, maxy, maxx, miny, maxx, maxy };
glw.glBindVertexArray(pass->vertex_array);
glw.glBindBuffer(GL_ARRAY_BUFFER, pass->vbo.tex_coord);
glw.glBufferSubData(GL_ARRAY_BUFFER, 0, 8 * sizeof(GLfloat), tex_coords);
glw.glBindBuffer(GL_ARRAY_BUFFER, 0);
memset(&data, 0, sizeof(struct render_data));
data.pass = -1;
data.shader_pass = &active_shader->scene;
data.texture = scene_texture.id;
data.output_size = orig_output_size;
render_pass(&data);
glw.glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
struct shader_pass *orig = &active_shader->scene;
struct shader_pass *input = &active_shader->scene;
for (s = 0; s < active_shader->num_shaders; ++s) {
struct glsl_shader *shader = &active_shader->shaders[s];
int frame_count = frameCounter;
/* loop through each pass */
for (i = 0; i < shader->num_passes; ++i) {
struct shader_pass *pass = &shader->passes[i];
memcpy(pass->state.input_size, input->state.output_size, 2 * sizeof(GLfloat));
memcpy(pass->state.input_texture_size, input->state.output_texture_size, 2 * sizeof(GLfloat));
for (j = 0; j < 2; ++j) {
if (pass->scale.mode[j] == SCALE_VIEWPORT)
pass->state.output_size[j] = orig_output_size[j] * pass->scale.value[j];
else if (pass->scale.mode[j] == SCALE_ABSOLUTE)
pass->state.output_size[j] = pass->scale.value[j];
else
pass->state.output_size[j] = pass->state.input_size[j] * pass->scale.value[j];
pass->state.output_texture_size[j] = next_pow2(pass->state.output_size[j]);
}
if (pass->fbo.id >= 0) {
recreate_fbo(&pass->fbo, pass->state.output_texture_size[0], pass->state.output_texture_size[1]);
glw.glBindFramebuffer(GL_FRAMEBUFFER, pass->fbo.id);
glw.glViewport(0, 0, pass->state.output_size[0], pass->state.output_size[1]);
} else
glw.glViewport(window_rect.x, window_rect.y, window_rect.w, window_rect.h);
glw.glClearColor(0, 0, 0, 1);
glw.glClear(GL_COLOR_BUFFER_BIT);
GLfloat minx = 0;
GLfloat miny = 0;
GLfloat maxx = pass->state.output_size[0] / (GLfloat) pass->state.output_texture_size[0];
GLfloat maxy = pass->state.output_size[1] / (GLfloat) pass->state.output_texture_size[1];
pass->state.tex_coords[0] = minx;
pass->state.tex_coords[1] = miny;
pass->state.tex_coords[2] = minx;
pass->state.tex_coords[3] = maxy;
pass->state.tex_coords[4] = maxx;
pass->state.tex_coords[5] = miny;
pass->state.tex_coords[6] = maxx;
pass->state.tex_coords[7] = maxy;
glw.glBindVertexArray(pass->vertex_array);
glw.glBindBuffer(GL_ARRAY_BUFFER, pass->vbo.tex_coord);
glw.glBufferSubData(GL_ARRAY_BUFFER, 0, 8 * sizeof(GLfloat), input->state.tex_coords);
glw.glBindBuffer(GL_ARRAY_BUFFER, 0);
memset(&data, 0, sizeof(struct render_data));
data.shader = shader;
data.pass = i;
data.shader_pass = pass;
data.texture = input->fbo.texture.id;
data.output_size = orig_output_size;
data.orig_pass = orig;
data.frame_count = frame_count;
render_pass(&data);
glw.glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (pass->fbo.texture.mipmap) {
glw.glActiveTexture(GL_TEXTURE0);
glw.glBindTexture(GL_TEXTURE_2D, pass->fbo.texture.id);
glw.glGenerateMipmap(GL_TEXTURE_2D);
glw.glBindTexture(GL_TEXTURE_2D, 0);
}
input = pass;
}
if (shader->has_prev) {
/* shift array */
memmove(&shader->prev[1], &shader->prev[0], MAX_PREV * sizeof(struct shader_prev));
memcpy(&shader->prev[0], &shader->prev[MAX_PREV], sizeof(struct shader_prev));
struct shader_pass *pass = orig;
struct shader_pass *prev_pass = &shader->prev_scene;
struct shader_prev *prev = &shader->prev[0];
memcpy(&prev_pass->state, &pass->state, sizeof(struct shader_state));
recreate_fbo(&prev->fbo, prev_pass->state.output_texture_size[0],
prev_pass->state.output_texture_size[1]);
memcpy(&prev_pass->fbo, &prev->fbo, sizeof(struct shader_fbo));
glw.glBindFramebuffer(GL_FRAMEBUFFER, prev->fbo.id);
glw.glClearColor(0, 0, 0, 1);
glw.glClear(GL_COLOR_BUFFER_BIT);
glw.glViewport(0, 0, pass->state.output_size[0], pass->state.output_size[1]);
glw.glBindVertexArray(prev_pass->vertex_array);
glw.glBindBuffer(GL_ARRAY_BUFFER, prev->vbo.tex_coord);
glw.glBufferSubData(GL_ARRAY_BUFFER, 0, 8 * sizeof(GLfloat), pass->state.tex_coords);
glw.glBindBuffer(GL_ARRAY_BUFFER, 0);
glw.glBindBuffer(GL_ARRAY_BUFFER, prev_pass->vbo.tex_coord);
glw.glBufferSubData(GL_ARRAY_BUFFER, 0, 8 * sizeof(GLfloat), pass->state.tex_coords);
glw.glBindBuffer(GL_ARRAY_BUFFER, 0);
memset(&data, 0, sizeof(struct render_data));
data.shader = shader;
data.pass = -10;
data.shader_pass = prev_pass;
data.texture = pass->fbo.texture.id;
data.output_size = orig_output_size;
render_pass(&data);
glw.glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
orig = input;
}
if (active_shader->final_pass.active) {
struct shader_pass *pass = &active_shader->final_pass;
memcpy(pass->state.input_size, input->state.output_size, 2 * sizeof(GLfloat));
memcpy(pass->state.input_texture_size, input->state.output_texture_size, 2 * sizeof(GLfloat));
for (j = 0; j < 2; ++j) {
if (pass->scale.mode[j] == SCALE_VIEWPORT)
pass->state.output_size[j] = orig_output_size[j] * pass->scale.value[j];
else if (pass->scale.mode[j] == SCALE_ABSOLUTE)
pass->state.output_size[j] = pass->scale.value[j];
else
pass->state.output_size[j] = pass->state.input_size[j] * pass->scale.value[j];
pass->state.output_texture_size[j] = next_pow2(pass->state.output_size[j]);
}
glw.glViewport(window_rect.x, window_rect.y, window_rect.w, window_rect.h);
glw.glClearColor(0, 0, 0, 1);
glw.glClear(GL_COLOR_BUFFER_BIT);
GLfloat minx = 0;
GLfloat miny = 0;
GLfloat maxx = pass->state.output_size[0] / (GLfloat) pass->state.output_texture_size[0];
GLfloat maxy = pass->state.output_size[1] / (GLfloat) pass->state.output_texture_size[1];
pass->state.tex_coords[0] = minx;
pass->state.tex_coords[1] = miny;
pass->state.tex_coords[2] = minx;
pass->state.tex_coords[3] = maxy;
pass->state.tex_coords[4] = maxx;
pass->state.tex_coords[5] = miny;
pass->state.tex_coords[6] = maxx;
pass->state.tex_coords[7] = maxy;
glw.glBindVertexArray(pass->vertex_array);
glw.glBindBuffer(GL_ARRAY_BUFFER, pass->vbo.tex_coord);
glw.glBufferSubData(GL_ARRAY_BUFFER, 0, 8 * sizeof(GLfloat), input->state.tex_coords);
glw.glBindBuffer(GL_ARRAY_BUFFER, 0);
memset(&data, 0, sizeof(struct render_data));
data.pass = -2;
data.shader_pass = pass;
data.texture = input->fbo.texture.id;
data.output_size = orig_output_size;
data.orig_pass = orig;
render_pass(&data);
}
if (1) {
// if (video_focus_dim && !(SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS)) {
#if 0
if (0) {
struct shader_pass *pass = &active_shader->fs_color;
GLfloat r = 0;
GLfloat g = 0;
GLfloat b = 0;
GLfloat a = 0x80 / (float) 0xff;
GLfloat colors[] = { r, g, b, a, r, g, b, a, r, g, b, a, r, g, b, a };
glw.glBindVertexArray(pass->vertex_array);
glw.glBindBuffer(GL_ARRAY_BUFFER, pass->vbo.color);
glw.glBufferSubData(GL_ARRAY_BUFFER, 0, 16 * sizeof(GLfloat), colors);
glw.glBindBuffer(GL_ARRAY_BUFFER, 0);
memset(&data, 0, sizeof(struct render_data));
data.pass = -3;
data.shader_pass = pass;
data.texture = 0;
data.output_size = orig_output_size;
data.orig_pass = orig;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
render_pass(&data);
glDisable(GL_BLEND);
}
if (flash.enabled) {
struct shader_pass *pass = &active_shader->fs_color;
GLfloat r = (flash.color[0] & 0xff) / (float)0xff;
GLfloat g = (flash.color[1] & 0xff) / (float)0xff;
GLfloat b = (flash.color[2] & 0xff) / (float)0xff;
GLfloat a = (flash.color[3] & 0xff) / (float)0xff;
GLfloat colors[] = {r, g, b, a, r, g, b, a, r, g, b, a, r, g, b, a};
glw.glBindVertexArray(pass->vertex_array);
glw.glBindBuffer(GL_ARRAY_BUFFER, pass->vbo.color);
glw.glBufferSubData(GL_ARRAY_BUFFER, 0, 16 * sizeof(GLfloat), colors);
glw.glBindBuffer(GL_ARRAY_BUFFER, 0);
memset(&data, 0, sizeof(struct render_data));
data.pass = -3;
data.shader_pass = pass;
data.texture = 0;
data.output_size = orig_output_size;
data.orig_pass = orig;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
render_pass(&data);
glDisable(GL_BLEND);
}
#endif
} else {
#if 0
take_screenshot = 0;
int width = window_rect.w;
int height = window_rect.h;
SDL_GetWindowSize(window, &width, &height);
unsigned char *rgba = (unsigned char *)malloc(width * height * 4);
glFinish();
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, rgba);
int x, y;
unsigned char *rgb = (unsigned char *)malloc(width * height * 3);
for (x = 0; x < width; ++x) {
for (y = 0; y < height; ++y) {
rgb[(y * width + x) * 3 + 0] = rgba[((height - y - 1) * width + x) * 4 + 0];
rgb[(y * width + x) * 3 + 1] = rgba[((height - y - 1) * width + x) * 4 + 1];
rgb[(y * width + x) * 3 + 2] = rgba[((height - y - 1) * width + x) * 4 + 2];
}
}
screenshot_taken(rgb, width, height);
free(rgb);
free(rgba);
#endif
}
glw.glDisable(GL_FRAMEBUFFER_SRGB);
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frameCounter++;
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context->swapBuffers(this);
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}