Add OpenGL 3.0 Core renderer
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@@ -27,16 +27,36 @@ void HardwareRenderer::initializeGL()
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m_blt->create();
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QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, this);
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const char *vsrc =
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"attribute highp vec4 vertex;\n"
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"attribute mediump vec4 texCoord;\n"
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"attribute highp vec4 VertexCoord;\n"
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"attribute mediump vec4 TexCoord;\n"
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"varying mediump vec4 texc;\n"
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"uniform mediump mat4 matrix;\n"
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"uniform mediump mat4 MVPMatrix;\n"
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"void main(void)\n"
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"{\n"
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" gl_Position = matrix * vertex;\n"
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" texc = texCoord;\n"
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" gl_Position = MVPMatrix * VertexCoord;\n"
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" texc = TexCoord;\n"
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"}\n";
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vshader->compileSourceCode(vsrc);
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QString vsrccore =
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"in highp vec4 VertexCoord;\n"
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"in mediump vec4 TexCoord;\n"
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"out mediump vec4 texc;\n"
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"uniform mediump mat4 MVPMatrix;\n"
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"void main(void)\n"
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"{\n"
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" gl_Position = MVPMatrix * VertexCoord;\n"
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" texc = TexCoord;\n"
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"}\n";
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if (m_context->isOpenGLES() && m_context->format().version() >= qMakePair(3, 0))
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{
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vsrccore.prepend("#version 300 es\n");
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vshader->compileSourceCode(vsrccore);
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}
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else if (m_context->format().version() >= qMakePair(3, 0) && m_context->format().profile() == QSurfaceFormat::CoreProfile)
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{
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vsrccore.prepend("#version 130\n");
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vshader->compileSourceCode(vsrccore);
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}
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else vshader->compileSourceCode(vsrc);
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QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this);
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const char *fsrc =
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@@ -46,18 +66,47 @@ void HardwareRenderer::initializeGL()
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"{\n"
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" gl_FragColor = texture2D(texture, texc.st).bgra;\n"
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"}\n";
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fshader->compileSourceCode(fsrc);
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QString fsrccore =
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"uniform sampler2D texture;\n"
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"in mediump vec4 texc;\n"
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"out highp vec4 FragColor;\n"
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"void main(void)\n"
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"{\n"
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" FragColor = texture2D(texture, texc.st).bgra;\n"
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"}\n";
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if (m_context->isOpenGLES() && m_context->format().version() >= qMakePair(3, 0))
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{
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fsrccore.prepend("#version 300 es\n");
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fshader->compileSourceCode(fsrccore);
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}
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else if (m_context->format().version() >= qMakePair(3, 0) && m_context->format().profile() == QSurfaceFormat::CoreProfile)
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{
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fsrccore.prepend("#version 130\n");
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fshader->compileSourceCode(fsrccore);
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}
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else fshader->compileSourceCode(fsrc);
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m_prog = new QOpenGLShaderProgram;
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m_prog->addShader(vshader);
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m_prog->addShader(fshader);
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m_prog->bindAttributeLocation("vertex", PROGRAM_VERTEX_ATTRIBUTE);
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m_prog->bindAttributeLocation("texCoord", PROGRAM_TEXCOORD_ATTRIBUTE);
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m_prog->bindAttributeLocation("VertexCoord", PROGRAM_VERTEX_ATTRIBUTE);
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m_prog->bindAttributeLocation("TexCoord", PROGRAM_TEXCOORD_ATTRIBUTE);
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m_prog->link();
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m_prog->bind();
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m_prog->setUniformValue("texture", 0);
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if (m_context->format().version() >= qMakePair(3, 0) && m_vao.create()) {
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m_vao.bind();
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}
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m_vbo[PROGRAM_VERTEX_ATTRIBUTE].create();
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m_vbo[PROGRAM_VERTEX_ATTRIBUTE].bind();
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m_vbo[PROGRAM_VERTEX_ATTRIBUTE].allocate(sizeof(QVector2D) * 4);
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m_vbo[PROGRAM_TEXCOORD_ATTRIBUTE].create();
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m_vbo[PROGRAM_TEXCOORD_ATTRIBUTE].bind();
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m_vbo[PROGRAM_TEXCOORD_ATTRIBUTE].allocate(sizeof(QVector2D) * 4);
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pclog("OpenGL vendor: %s\n", glGetString(GL_VENDOR));
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pclog("OpenGL renderer: %s\n", glGetString(GL_RENDERER));
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pclog("OpenGL version: %s\n", glGetString(GL_VERSION));
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@@ -78,12 +127,15 @@ void HardwareRenderer::paintGL() {
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texcoords.push_back(QVector2D((float)source.x() / 2048.f, (float)(source.y() + source.height()) / 2048.f));
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texcoords.push_back(QVector2D((float)(source.x() + source.width()) / 2048.f, (float)(source.y() + source.height()) / 2048.f));
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texcoords.push_back(QVector2D((float)(source.x() + source.width()) / 2048.f, (float)(source.y()) / 2048.f));
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m_vbo[PROGRAM_VERTEX_ATTRIBUTE].bind(); m_vbo[PROGRAM_VERTEX_ATTRIBUTE].write(0, verts.data(), sizeof(QVector2D) * 4); m_vbo[PROGRAM_VERTEX_ATTRIBUTE].release();
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m_vbo[PROGRAM_TEXCOORD_ATTRIBUTE].bind(); m_vbo[PROGRAM_TEXCOORD_ATTRIBUTE].write(0, texcoords.data(), sizeof(QVector2D) * 4); m_vbo[PROGRAM_TEXCOORD_ATTRIBUTE].release();
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m_prog->setUniformValue("matrix", mat);
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m_prog->setUniformValue("MVPMatrix", mat);
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m_prog->enableAttributeArray(PROGRAM_VERTEX_ATTRIBUTE);
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m_prog->enableAttributeArray(PROGRAM_TEXCOORD_ATTRIBUTE);
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m_prog->setAttributeArray(PROGRAM_VERTEX_ATTRIBUTE, verts.data());
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m_prog->setAttributeArray(PROGRAM_TEXCOORD_ATTRIBUTE, texcoords.data());
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m_vbo[PROGRAM_VERTEX_ATTRIBUTE].bind(); m_prog->setAttributeBuffer(PROGRAM_VERTEX_ATTRIBUTE, GL_FLOAT, 0, 2, 0); m_vbo[PROGRAM_VERTEX_ATTRIBUTE].release();
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m_vbo[PROGRAM_TEXCOORD_ATTRIBUTE].bind(); m_prog->setAttributeBuffer(PROGRAM_TEXCOORD_ATTRIBUTE, GL_FLOAT, 0, 2, 0); m_vbo[PROGRAM_TEXCOORD_ATTRIBUTE].release();
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m_texture->bind();
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m_texture->setMinMagFilters(video_filter_method ? QOpenGLTexture::Linear : QOpenGLTexture::Nearest, video_filter_method ? QOpenGLTexture::Linear : QOpenGLTexture::Nearest);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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@@ -92,6 +144,9 @@ void HardwareRenderer::paintGL() {
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void HardwareRenderer::setRenderType(RenderType type) {
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QSurfaceFormat format;
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switch (type) {
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case RenderType::OpenGL3:
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format.setVersion(3, 0);
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format.setProfile(QSurfaceFormat::CoreProfile);
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case RenderType::OpenGL:
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format.setRenderableType(QSurfaceFormat::OpenGL);
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break;
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@@ -107,6 +162,12 @@ void HardwareRenderer::onBlit(const std::unique_ptr<uint8_t>* img, int x, int y,
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auto tval = this;
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void* nuldata = 0;
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if (memcmp(&tval, &nuldata, sizeof(void*)) == 0) return;
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if (!m_texture || !img || !img->get() || (m_texture && !m_texture->isCreated()))
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{
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in_use->clear();
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source.setRect(x, y, w, h);
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return;
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}
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m_context->makeCurrent(this);
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m_texture->setData(QOpenGLTexture::PixelFormat::RGBA, QOpenGLTexture::PixelType::UInt8, (const void*)img->get());
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in_use->clear();
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