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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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; either version 2
* of the License, or (at your option) any later version.
* This program 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. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "base/main.h"
#include "graphics/surface.h"
#include <GLES/gl.h>
#include <GLES/glext.h>
#include <android/log.h>
#include "common/rect.h"
#include "common/array.h"
#include "common/util.h"
#include "common/tokenizer.h"
#include "backends/platform/android/video.h"
// Unfortunately, Android devices are too varied to make broad assumptions :/
#define TEXSUBIMAGE_IS_EXPENSIVE 0
#undef LOG_TAG
#define LOG_TAG "ScummVM-video"
#if 0
#define ENTER(args...) __android_log_print(ANDROID_LOG_DEBUG, LOG_TAG, args)
#else
#define ENTER(args...) /**/
#endif
#if 0
#define CHECK_GL_ERROR() checkGlError(__FILE__, __LINE__)
static const char* getGlErrStr(GLenum error) {
switch (error) {
case GL_NO_ERROR: return "GL_NO_ERROR";
case GL_INVALID_ENUM: return "GL_INVALID_ENUM";
case GL_INVALID_OPERATION: return "GL_INVALID_OPERATION";
case GL_STACK_OVERFLOW: return "GL_STACK_OVERFLOW";
case GL_STACK_UNDERFLOW: return "GL_STACK_UNDERFLOW";
case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY";
}
static char buf[40];
snprintf(buf, sizeof(buf), "(Unknown GL error code 0x%x)", error);
return buf;
}
static void checkGlError(const char* file, int line) {
GLenum error = glGetError();
if (error != GL_NO_ERROR)
warning("%s:%d: GL error: %s", file, line, getGlErrStr(error));
}
#else
#define CHECK_GL_ERROR() do {} while (false)
#endif
// Supported GL extensions
static bool npot_supported = false;
#ifdef GL_OES_draw_texture
static bool draw_tex_supported = false;
#endif
static inline GLfixed xdiv(int numerator, int denominator) {
assert(numerator < (1<<16));
return (numerator << 16) / denominator;
}
template <class T>
static T nextHigher2(T k) {
if (k == 0)
return 1;
--k;
for (uint i = 1; i < sizeof(T)*CHAR_BIT; i <<= 1)
k = k | k >> i;
return k + 1;
}
void GLESTexture::initGLExtensions() {
const char* ext_string =
reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
__android_log_print(ANDROID_LOG_INFO, LOG_TAG,
"Extensions: %s", ext_string);
Common::StringTokenizer tokenizer(ext_string, " ");
while (!tokenizer.empty()) {
Common::String token = tokenizer.nextToken();
if (token == "GL_ARB_texture_non_power_of_two")
npot_supported = true;
#ifdef GL_OES_draw_texture
if (token == "GL_OES_draw_texture")
draw_tex_supported = true;
#endif
}
}
GLESTexture::GLESTexture() :
_texture_width(0),
_texture_height(0),
_all_dirty(true)
{
glGenTextures(1, &_texture_name);
// This all gets reset later in allocBuffer:
_surface.w = 0;
_surface.h = 0;
_surface.pitch = _texture_width;
_surface.pixels = NULL;
_surface.bytesPerPixel = 0;
}
GLESTexture::~GLESTexture() {
debug("Destroying texture %u", _texture_name);
glDeleteTextures(1, &_texture_name);
}
void GLESTexture::reinitGL() {
glGenTextures(1, &_texture_name);
setDirty();
}
void GLESTexture::allocBuffer(GLuint w, GLuint h) {
CHECK_GL_ERROR();
int bpp = bytesPerPixel();
_surface.w = w;
_surface.h = h;
_surface.bytesPerPixel = bpp;
if (w <= _texture_width && h <= _texture_height)
// Already allocated a sufficiently large buffer
return;
if (npot_supported) {
_texture_width = _surface.w;
_texture_height = _surface.h;
} else {
_texture_width = nextHigher2(_surface.w);
_texture_height = nextHigher2(_surface.h);
}
_surface.pitch = _texture_width * bpp;
// Allocate room for the texture now, but pixel data gets uploaded
// later (perhaps with multiple TexSubImage2D operations).
CHECK_GL_ERROR();
glBindTexture(GL_TEXTURE_2D, _texture_name);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
CHECK_GL_ERROR();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
CHECK_GL_ERROR();
glTexImage2D(GL_TEXTURE_2D, 0, glFormat(),
_texture_width, _texture_height,
0, glFormat(), glType(), NULL);
CHECK_GL_ERROR();
}
void GLESTexture::updateBuffer(GLuint x, GLuint y, GLuint w, GLuint h,
const void* buf, int pitch) {
ENTER("updateBuffer(%u, %u, %u, %u, %p, %d)", x, y, w, h, buf, pitch);
glBindTexture(GL_TEXTURE_2D, _texture_name);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
setDirtyRect(Common::Rect(x, y, x+w, y+h));
if (static_cast<int>(w) * bytesPerPixel() == pitch) {
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h,
glFormat(), glType(), buf);
} else {
// GLES removed the ability to specify pitch, so we
// have to do this ourselves.
if (h == 0)
return;
#if TEXSUBIMAGE_IS_EXPENSIVE
byte tmpbuf[w * h * bytesPerPixel()];
const byte* src = static_cast<const byte*>(buf);
byte* dst = tmpbuf;
GLuint count = h;
do {
memcpy(dst, src, w * bytesPerPixel());
dst += w * bytesPerPixel();
src += pitch;
} while (--count);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h,
glFormat(), glType(), tmpbuf);
#else
// This version avoids the intermediate copy at the expense of
// repeat glTexSubImage2D calls. On some devices this is worse.
const byte* src = static_cast<const byte*>(buf);
do {
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y,
w, 1, glFormat(), glType(), src);
++y;
src += pitch;
} while (--h);
#endif
}
}
void GLESTexture::fillBuffer(byte x) {
int rowbytes = _surface.w * bytesPerPixel();
byte tmpbuf[_surface.h * rowbytes];
memset(tmpbuf, x, _surface.h * rowbytes);
updateBuffer(0, 0, _surface.w, _surface.h, tmpbuf, rowbytes);
}
void GLESTexture::drawTexture(GLshort x, GLshort y, GLshort w, GLshort h) {
glBindTexture(GL_TEXTURE_2D, _texture_name);
#ifdef GL_OES_draw_texture
// Great extension, but only works under specific conditions.
// Still a work-in-progress - disabled for now.
if (false && draw_tex_supported && paletteSize() == 0) {
//glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
const GLint crop[4] = {0, _surface.h, _surface.w, -_surface.h};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
glColor4ub(0xff, 0xff, 0xff, 0xff); // Android GLES bug?
glDrawTexiOES(x, y, 0, w, h);
} else
#endif
{
const GLfixed tex_width = xdiv(_surface.w, _texture_width);
const GLfixed tex_height = xdiv(_surface.h, _texture_height);
const GLfixed texcoords[] = {
0, 0,
tex_width, 0,
0, tex_height,
tex_width, tex_height,
};
glTexCoordPointer(2, GL_FIXED, 0, texcoords);
const GLshort vertices[] = {
x, y,
x+w, y,
x, y+h,
x+w, y+h,
};
glVertexPointer(2, GL_SHORT, 0, vertices);
assert(ARRAYSIZE(vertices) == ARRAYSIZE(texcoords));
glDrawArrays(GL_TRIANGLE_STRIP, 0, ARRAYSIZE(vertices)/2);
}
_all_dirty = false;
_dirty_rect = Common::Rect();
}
GLESPaletteTexture::GLESPaletteTexture() :
GLESTexture(),
_texture(NULL)
{
}
GLESPaletteTexture::~GLESPaletteTexture() {
delete[] _texture;
}
void GLESPaletteTexture::allocBuffer(GLuint w, GLuint h) {
CHECK_GL_ERROR();
int bpp = bytesPerPixel();
_surface.w = w;
_surface.h = h;
_surface.bytesPerPixel = bpp;
if (w <= _texture_width && h <= _texture_height)
// Already allocated a sufficiently large buffer
return;
if (npot_supported) {
_texture_width = _surface.w;
_texture_height = _surface.h;
} else {
_texture_width = nextHigher2(_surface.w);
_texture_height = nextHigher2(_surface.h);
}
_surface.pitch = _texture_width * bpp;
// Texture gets uploaded later (from drawTexture())
byte* new_buffer = new byte[paletteSize() +
_texture_width * _texture_height * bytesPerPixel()];
if (_texture) {
memcpy(new_buffer, _texture, paletteSize()); // preserve palette
delete[] _texture;
}
_texture = new_buffer;
_surface.pixels = _texture + paletteSize();
}
void GLESPaletteTexture::fillBuffer(byte x) {
assert(_surface.pixels);
memset(_surface.pixels, x, _surface.pitch * _surface.h);
setDirty();
}
void GLESPaletteTexture::updateBuffer(GLuint x, GLuint y,
GLuint w, GLuint h,
const void* buf, int pitch) {
_all_dirty = true;
const byte* src = static_cast<const byte*>(buf);
byte* dst = static_cast<byte*>(_surface.getBasePtr(x, y));
do {
memcpy(dst, src, w * bytesPerPixel());
dst += _surface.pitch;
src += pitch;
} while (--h);
}
void GLESPaletteTexture::uploadTexture() const {
const size_t texture_size =
paletteSize() + _texture_width * _texture_height * bytesPerPixel();
glCompressedTexImage2D(GL_TEXTURE_2D, 0, glType(),
_texture_width, _texture_height,
0, texture_size, _texture);
CHECK_GL_ERROR();
}
void GLESPaletteTexture::drawTexture(GLshort x, GLshort y, GLshort w, GLshort h) {
if (_all_dirty) {
glBindTexture(GL_TEXTURE_2D, _texture_name);
CHECK_GL_ERROR();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
CHECK_GL_ERROR();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
CHECK_GL_ERROR();
uploadTexture();
_all_dirty = false;
}
GLESTexture::drawTexture(x, y, w, h);
}
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