ANDROID: Switch renderer to GL ES2
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15644d32fc
commit
1272c4030c
5 changed files with 88 additions and 117 deletions
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@ -41,6 +41,7 @@
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#include "base/main.h"
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#include "graphics/surface.h"
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#include "graphics/opengles2/shader.h"
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#include "common/rect.h"
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#include "common/array.h"
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@ -49,12 +50,13 @@
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#include "backends/platform/android/texture.h"
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#include "backends/platform/android/android.h"
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#include "backends/platform/android/jni.h"
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// Supported GL extensions
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static bool npot_supported = false;
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#ifdef GL_OES_draw_texture
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static bool draw_tex_supported = false;
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#endif
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Graphics::Shader * g_box_shader;
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GLuint g_verticesVBO;
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static inline GLfixed xdiv(int numerator, int denominator) {
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assert(numerator < (1 << 16));
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@ -73,7 +75,14 @@ static T nextHigher2(T k) {
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return k + 1;
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}
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void GLESBaseTexture::initGLExtensions() {
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const GLfloat vertices[] = {
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0.0, 0.0,
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1.0, 0.0,
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0.0, 1.0,
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1.0, 1.0,
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};
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void GLESBaseTexture::initGL() {
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const char *ext_string =
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reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS));
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@ -85,12 +94,13 @@ void GLESBaseTexture::initGLExtensions() {
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if (token == "GL_ARB_texture_non_power_of_two")
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npot_supported = true;
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#ifdef GL_OES_draw_texture
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if (token == "GL_OES_draw_texture")
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draw_tex_supported = true;
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#endif
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}
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const char* attributes[] = { "position", "texcoord", NULL };
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g_box_shader = Graphics::Shader::fromStrings("box", Graphics::BuiltinShaders::boxVertex, Graphics::BuiltinShaders::boxFragment, attributes);
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g_verticesVBO = Graphics::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(vertices), vertices);
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g_box_shader->enableVertexAttribute("position", g_verticesVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
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g_box_shader->enableVertexAttribute("texcoord", g_verticesVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
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}
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GLESBaseTexture::GLESBaseTexture(GLenum glFormat, GLenum glType,
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@ -106,7 +116,8 @@ GLESBaseTexture::GLESBaseTexture(GLenum glFormat, GLenum glType,
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_all_dirty(false),
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_dirty_rect(),
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_pixelFormat(pixelFormat),
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_palettePixelFormat()
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_palettePixelFormat(),
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_is_game_texture(false)
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{
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GLCALL(glGenTextures(1, &_texture_name));
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}
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@ -117,8 +128,6 @@ GLESBaseTexture::~GLESBaseTexture() {
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void GLESBaseTexture::release() {
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if (_texture_name) {
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LOGD("Destroying texture %u", _texture_name);
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GLCALL(glDeleteTextures(1, &_texture_name));
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_texture_name = 0;
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}
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@ -178,47 +187,26 @@ void GLESBaseTexture::allocBuffer(GLuint w, GLuint h) {
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}
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void GLESBaseTexture::drawTexture(GLshort x, GLshort y, GLshort w, GLshort h) {
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// LOGD("*** Texture %p: Drawing %dx%d rect to (%d,%d)", this, w, h, x, y);
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assert(g_box_shader);
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g_box_shader->use();
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GLCALL(glBindTexture(GL_TEXTURE_2D, _texture_name));
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const GLfloat offsetX = float(x) / float(JNI::egl_surface_width);
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const GLfloat offsetY = float(y) / float(JNI::egl_surface_height);
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const GLfloat sizeW = float(w) / float(JNI::egl_surface_width);
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const GLfloat sizeH = float(h) / float(JNI::egl_surface_height);
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const GLfloat tex_width = float(_surface.w) / float(_texture_width);
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const GLfloat tex_height = float(_surface.h) / float(_texture_height);
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// LOGD("*** Drawing at (%f,%f) , size %f x %f", float(x) / float(_surface.w), float(y) / float(_surface.h), tex_width, tex_height);
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#ifdef GL_OES_draw_texture
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// Great extension, but only works under specific conditions.
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// Still a work-in-progress - disabled for now.
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if (false && draw_tex_supported && !hasPalette()) {
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//GLCALL(glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE));
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const GLint crop[4] = { 0, _surface.h, _surface.w, -_surface.h };
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g_box_shader->setUniform("offsetXY", Math::Vector2d(offsetX, offsetY));
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g_box_shader->setUniform("sizeWH", Math::Vector2d(sizeW, sizeH));
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g_box_shader->setUniform("texcrop", Math::Vector2d(tex_width, tex_height));
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g_box_shader->setUniform("flipY", !_is_game_texture);
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GLCALL(glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop));
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// Android GLES bug?
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GLCALL(glColor4ub(0xff, 0xff, 0xff, 0xff));
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GLCALL(glDrawTexiOES(x, y, 0, w, h));
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} else
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#endif
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{
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const GLfixed tex_width = xdiv(_surface.w, _texture_width);
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const GLfixed tex_height = xdiv(_surface.h, _texture_height);
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const GLfixed texcoords[] = {
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0, 0,
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tex_width, 0,
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0, tex_height,
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tex_width, tex_height,
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};
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GLCALL(glTexCoordPointer(2, GL_FIXED, 0, texcoords));
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const GLshort vertices[] = {
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x, y,
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x + w, y,
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x, y + h,
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x + w, y + h,
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};
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GLCALL(glVertexPointer(2, GL_SHORT, 0, vertices));
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assert(ARRAYSIZE(vertices) == ARRAYSIZE(texcoords));
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GLCALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, ARRAYSIZE(vertices) / 2));
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}
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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clearDirty();
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}
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