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-rw-r--r--xbmc/rendering/gl/RenderSystemGL.cpp795
1 files changed, 795 insertions, 0 deletions
diff --git a/xbmc/rendering/gl/RenderSystemGL.cpp b/xbmc/rendering/gl/RenderSystemGL.cpp
new file mode 100644
index 0000000..46a354c
--- /dev/null
+++ b/xbmc/rendering/gl/RenderSystemGL.cpp
@@ -0,0 +1,795 @@
+/*
+ * Copyright (C) 2005-2018 Team Kodi
+ * This file is part of Kodi - https://kodi.tv
+ *
+ * SPDX-License-Identifier: GPL-2.0-or-later
+ * See LICENSES/README.md for more information.
+ */
+
+#include "RenderSystemGL.h"
+
+#include "ServiceBroker.h"
+#include "URL.h"
+#include "guilib/GUITextureGL.h"
+#include "rendering/MatrixGL.h"
+#include "utils/FileUtils.h"
+#include "utils/GLUtils.h"
+#include "utils/MathUtils.h"
+#include "utils/XTimeUtils.h"
+#include "utils/log.h"
+#include "windowing/WinSystem.h"
+
+using namespace std::chrono_literals;
+
+CRenderSystemGL::CRenderSystemGL() : CRenderSystemBase()
+{
+}
+
+CRenderSystemGL::~CRenderSystemGL() = default;
+
+bool CRenderSystemGL::InitRenderSystem()
+{
+ m_bVSync = false;
+ m_bVsyncInit = false;
+ m_maxTextureSize = 2048;
+
+ // Get the GL version number
+ m_RenderVersionMajor = 0;
+ m_RenderVersionMinor = 0;
+ const char* ver = (const char*)glGetString(GL_VERSION);
+ if (ver != 0)
+ {
+ sscanf(ver, "%d.%d", &m_RenderVersionMajor, &m_RenderVersionMinor);
+ m_RenderVersion = ver;
+ }
+
+ CLog::Log(LOGINFO, "CRenderSystemGL::{} - Version: {}, Major: {}, Minor: {}", __FUNCTION__, ver,
+ m_RenderVersionMajor, m_RenderVersionMinor);
+
+ m_RenderExtensions = " ";
+ if (m_RenderVersionMajor > 3 ||
+ (m_RenderVersionMajor == 3 && m_RenderVersionMinor >= 2))
+ {
+ GLint n = 0;
+ glGetIntegerv(GL_NUM_EXTENSIONS, &n);
+ if (n > 0)
+ {
+ GLint i;
+ for (i = 0; i < n; i++)
+ {
+ m_RenderExtensions += (const char*) glGetStringi(GL_EXTENSIONS, i);
+ m_RenderExtensions += " ";
+ }
+ }
+ }
+ else
+ {
+ auto extensions = (const char*) glGetString(GL_EXTENSIONS);
+ if (extensions)
+ {
+ m_RenderExtensions += extensions;
+ }
+ }
+ m_RenderExtensions += " ";
+
+ ver = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
+ if (ver)
+ {
+ sscanf(ver, "%d.%d", &m_glslMajor, &m_glslMinor);
+ }
+ else
+ {
+ m_glslMajor = 1;
+ m_glslMinor = 0;
+ }
+
+ LogGraphicsInfo();
+
+ // Get our driver vendor and renderer
+ const char* tmpVendor = (const char*) glGetString(GL_VENDOR);
+ m_RenderVendor.clear();
+ if (tmpVendor != NULL)
+ m_RenderVendor = tmpVendor;
+
+ const char* tmpRenderer = (const char*) glGetString(GL_RENDERER);
+ m_RenderRenderer.clear();
+ if (tmpRenderer != NULL)
+ m_RenderRenderer = tmpRenderer;
+
+ m_bRenderCreated = true;
+
+ if (m_RenderVersionMajor > 3 ||
+ (m_RenderVersionMajor == 3 && m_RenderVersionMinor >= 2))
+ {
+ glGenVertexArrays(1, &m_vertexArray);
+ glBindVertexArray(m_vertexArray);
+ }
+
+ InitialiseShaders();
+
+ CGUITextureGL::Register();
+
+ return true;
+}
+
+bool CRenderSystemGL::ResetRenderSystem(int width, int height)
+{
+ if (!m_bRenderCreated)
+ return false;
+
+ m_width = width;
+ m_height = height;
+
+ if (m_RenderVersionMajor > 3 ||
+ (m_RenderVersionMajor == 3 && m_RenderVersionMinor >= 2))
+ {
+ glBindVertexArray(0);
+ glDeleteVertexArrays(1, &m_vertexArray);
+ glGenVertexArrays(1, &m_vertexArray);
+ glBindVertexArray(m_vertexArray);
+ }
+
+ ReleaseShaders();
+ InitialiseShaders();
+
+ glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
+
+ CalculateMaxTexturesize();
+
+ CRect rect( 0, 0, width, height );
+ SetViewPort( rect );
+
+ glEnable(GL_SCISSOR_TEST);
+
+ glMatrixProject.Clear();
+ glMatrixProject->LoadIdentity();
+ glMatrixProject->Ortho(0.0f, width-1, height-1, 0.0f, -1.0f, 1.0f);
+ glMatrixProject.Load();
+
+ glMatrixModview.Clear();
+ glMatrixModview->LoadIdentity();
+ glMatrixModview.Load();
+
+ glMatrixTexture.Clear();
+ glMatrixTexture->LoadIdentity();
+ glMatrixTexture.Load();
+
+ if (IsExtSupported("GL_ARB_multitexture"))
+ {
+ //clear error flags
+ ResetGLErrors();
+
+ GLint maxtex;
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxtex);
+
+ //some sanity checks
+ GLenum error = glGetError();
+ if (error != GL_NO_ERROR)
+ {
+ CLog::Log(LOGERROR, "ResetRenderSystem() GL_MAX_TEXTURE_IMAGE_UNITS returned error {}",
+ (int)error);
+ maxtex = 3;
+ }
+ else if (maxtex < 1 || maxtex > 32)
+ {
+ CLog::Log(LOGERROR,
+ "ResetRenderSystem() GL_MAX_TEXTURE_IMAGE_UNITS returned invalid value {}",
+ (int)maxtex);
+ maxtex = 3;
+ }
+
+ //reset texture matrix for all textures
+ for (GLint i = 0; i < maxtex; i++)
+ {
+ glActiveTexture(GL_TEXTURE0 + i);
+ glMatrixTexture.Load();
+ }
+ glActiveTexture(GL_TEXTURE0);
+ }
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ glEnable(GL_BLEND); // Turn Blending On
+ glDisable(GL_DEPTH_TEST);
+
+ return true;
+}
+
+bool CRenderSystemGL::DestroyRenderSystem()
+{
+ if (m_vertexArray != GL_NONE)
+ {
+ glDeleteVertexArrays(1, &m_vertexArray);
+ }
+
+ ReleaseShaders();
+ m_bRenderCreated = false;
+
+ return true;
+}
+
+bool CRenderSystemGL::BeginRender()
+{
+ if (!m_bRenderCreated)
+ return false;
+
+ bool useLimited = CServiceBroker::GetWinSystem()->UseLimitedColor();
+
+ if (m_limitedColorRange != useLimited)
+ {
+ ReleaseShaders();
+ InitialiseShaders();
+ }
+
+ m_limitedColorRange = useLimited;
+ return true;
+}
+
+bool CRenderSystemGL::EndRender()
+{
+ if (!m_bRenderCreated)
+ return false;
+
+ return true;
+}
+
+bool CRenderSystemGL::ClearBuffers(UTILS::COLOR::Color color)
+{
+ if (!m_bRenderCreated)
+ return false;
+
+ /* clear is not affected by stipple pattern, so we can only clear on first frame */
+ if(m_stereoMode == RENDER_STEREO_MODE_INTERLACED && m_stereoView == RENDER_STEREO_VIEW_RIGHT)
+ return true;
+
+ float r = KODI::UTILS::GL::GetChannelFromARGB(KODI::UTILS::GL::ColorChannel::R, color) / 255.0f;
+ float g = KODI::UTILS::GL::GetChannelFromARGB(KODI::UTILS::GL::ColorChannel::G, color) / 255.0f;
+ float b = KODI::UTILS::GL::GetChannelFromARGB(KODI::UTILS::GL::ColorChannel::B, color) / 255.0f;
+ float a = KODI::UTILS::GL::GetChannelFromARGB(KODI::UTILS::GL::ColorChannel::A, color) / 255.0f;
+
+ glClearColor(r, g, b, a);
+
+ GLbitfield flags = GL_COLOR_BUFFER_BIT;
+ glClear(flags);
+
+ return true;
+}
+
+bool CRenderSystemGL::IsExtSupported(const char* extension) const
+{
+ if (m_RenderVersionMajor > 3 ||
+ (m_RenderVersionMajor == 3 && m_RenderVersionMinor >= 2))
+ {
+ if (strcmp( extension, "GL_EXT_framebuffer_object") == 0)
+ {
+ return true;
+ }
+ if (strcmp( extension, "GL_ARB_texture_non_power_of_two") == 0)
+ {
+ return true;
+ }
+ }
+
+ std::string name;
+ name = " ";
+ name += extension;
+ name += " ";
+
+ return m_RenderExtensions.find(name) != std::string::npos;
+}
+
+bool CRenderSystemGL::SupportsNPOT(bool dxt) const
+{
+ return true;
+}
+
+void CRenderSystemGL::PresentRender(bool rendered, bool videoLayer)
+{
+ SetVSync(true);
+
+ if (!m_bRenderCreated)
+ return;
+
+ PresentRenderImpl(rendered);
+
+ if (!rendered)
+ KODI::TIME::Sleep(40ms);
+}
+
+void CRenderSystemGL::SetVSync(bool enable)
+{
+ if (m_bVSync == enable && m_bVsyncInit == true)
+ return;
+
+ if (!m_bRenderCreated)
+ return;
+
+ if (enable)
+ CLog::Log(LOGINFO, "GL: Enabling VSYNC");
+ else
+ CLog::Log(LOGINFO, "GL: Disabling VSYNC");
+
+ m_bVSync = enable;
+ m_bVsyncInit = true;
+
+ SetVSyncImpl(enable);
+}
+
+void CRenderSystemGL::CaptureStateBlock()
+{
+ if (!m_bRenderCreated)
+ return;
+
+ glMatrixProject.Push();
+ glMatrixModview.Push();
+ glMatrixTexture.Push();
+
+ glDisable(GL_SCISSOR_TEST); // fixes FBO corruption on Macs
+ glActiveTexture(GL_TEXTURE0);
+}
+
+void CRenderSystemGL::ApplyStateBlock()
+{
+ if (!m_bRenderCreated)
+ return;
+
+ glBindVertexArray(m_vertexArray);
+
+ glViewport(m_viewPort[0], m_viewPort[1], m_viewPort[2], m_viewPort[3]);
+
+ glMatrixProject.PopLoad();
+ glMatrixModview.PopLoad();
+ glMatrixTexture.PopLoad();
+
+ glActiveTexture(GL_TEXTURE0);
+ glEnable(GL_BLEND);
+ glEnable(GL_SCISSOR_TEST);
+}
+
+void CRenderSystemGL::SetCameraPosition(const CPoint &camera, int screenWidth, int screenHeight, float stereoFactor)
+{
+ if (!m_bRenderCreated)
+ return;
+
+ CPoint offset = camera - CPoint(screenWidth*0.5f, screenHeight*0.5f);
+
+
+ float w = (float)m_viewPort[2]*0.5f;
+ float h = (float)m_viewPort[3]*0.5f;
+
+ glMatrixModview->LoadIdentity();
+ glMatrixModview->Translatef(-(w + offset.x - stereoFactor), +(h + offset.y), 0);
+ glMatrixModview->LookAt(0.0f, 0.0f, -2.0f * h, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f);
+ glMatrixModview.Load();
+
+ glMatrixProject->LoadIdentity();
+ glMatrixProject->Frustum( (-w - offset.x)*0.5f, (w - offset.x)*0.5f, (-h + offset.y)*0.5f, (h + offset.y)*0.5f, h, 100*h);
+ glMatrixProject.Load();
+}
+
+void CRenderSystemGL::Project(float &x, float &y, float &z)
+{
+ GLfloat coordX, coordY, coordZ;
+ if (CMatrixGL::Project(x, y, z, glMatrixModview.Get(), glMatrixProject.Get(), m_viewPort, &coordX, &coordY, &coordZ))
+ {
+ x = coordX;
+ y = (float)(m_viewPort[1] + m_viewPort[3] - coordY);
+ z = 0;
+ }
+}
+
+void CRenderSystemGL::CalculateMaxTexturesize()
+{
+ GLint width = 256;
+
+ // reset any previous GL errors
+ ResetGLErrors();
+
+ // max out at 2^(8+8)
+ for (int i = 0 ; i<8 ; i++)
+ {
+ glTexImage2D(GL_PROXY_TEXTURE_2D, 0, GL_RGBA, width, width, 0, GL_BGRA,
+ GL_UNSIGNED_BYTE, NULL);
+ glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH,
+ &width);
+
+ // GMA950 on OS X sets error instead
+ if (width == 0 || (glGetError() != GL_NO_ERROR) )
+ break;
+
+ m_maxTextureSize = width;
+ width *= 2;
+ if (width > 65536) // have an upper limit in case driver acts stupid
+ {
+ CLog::Log(LOGERROR, "GL: Could not determine maximum texture width, falling back to 2048");
+ m_maxTextureSize = 2048;
+ break;
+ }
+ }
+
+ CLog::Log(LOGINFO, "GL: Maximum texture width: {}", m_maxTextureSize);
+}
+
+void CRenderSystemGL::GetViewPort(CRect& viewPort)
+{
+ if (!m_bRenderCreated)
+ return;
+
+ viewPort.x1 = m_viewPort[0];
+ viewPort.y1 = m_height - m_viewPort[1] - m_viewPort[3];
+ viewPort.x2 = m_viewPort[0] + m_viewPort[2];
+ viewPort.y2 = viewPort.y1 + m_viewPort[3];
+}
+
+void CRenderSystemGL::SetViewPort(const CRect& viewPort)
+{
+ if (!m_bRenderCreated)
+ return;
+
+ glScissor((GLint) viewPort.x1, (GLint) (m_height - viewPort.y1 - viewPort.Height()), (GLsizei) viewPort.Width(), (GLsizei) viewPort.Height());
+ glViewport((GLint) viewPort.x1, (GLint) (m_height - viewPort.y1 - viewPort.Height()), (GLsizei) viewPort.Width(), (GLsizei) viewPort.Height());
+ m_viewPort[0] = viewPort.x1;
+ m_viewPort[1] = m_height - viewPort.y1 - viewPort.Height();
+ m_viewPort[2] = viewPort.Width();
+ m_viewPort[3] = viewPort.Height();
+}
+
+bool CRenderSystemGL::ScissorsCanEffectClipping()
+{
+ if (m_pShader[m_method])
+ return m_pShader[m_method]->HardwareClipIsPossible();
+
+ return false;
+}
+
+CRect CRenderSystemGL::ClipRectToScissorRect(const CRect &rect)
+{
+ if (!m_pShader[m_method])
+ return CRect();
+ float xFactor = m_pShader[m_method]->GetClipXFactor();
+ float xOffset = m_pShader[m_method]->GetClipXOffset();
+ float yFactor = m_pShader[m_method]->GetClipYFactor();
+ float yOffset = m_pShader[m_method]->GetClipYOffset();
+ return CRect(rect.x1 * xFactor + xOffset,
+ rect.y1 * yFactor + yOffset,
+ rect.x2 * xFactor + xOffset,
+ rect.y2 * yFactor + yOffset);
+}
+
+void CRenderSystemGL::SetScissors(const CRect &rect)
+{
+ if (!m_bRenderCreated)
+ return;
+ GLint x1 = MathUtils::round_int(static_cast<double>(rect.x1));
+ GLint y1 = MathUtils::round_int(static_cast<double>(rect.y1));
+ GLint x2 = MathUtils::round_int(static_cast<double>(rect.x2));
+ GLint y2 = MathUtils::round_int(static_cast<double>(rect.y2));
+ glScissor(x1, m_height - y2, x2-x1, y2-y1);
+}
+
+void CRenderSystemGL::ResetScissors()
+{
+ SetScissors(CRect(0, 0, (float)m_width, (float)m_height));
+}
+
+void CRenderSystemGL::GetGLSLVersion(int& major, int& minor)
+{
+ major = m_glslMajor;
+ minor = m_glslMinor;
+}
+
+void CRenderSystemGL::ResetGLErrors()
+{
+ int count = 0;
+ while (glGetError() != GL_NO_ERROR)
+ {
+ count++;
+ if (count >= 100)
+ {
+ CLog::Log(
+ LOGWARNING,
+ "CRenderSystemGL::ResetGLErrors glGetError didn't return GL_NO_ERROR after {} iterations",
+ count);
+ break;
+ }
+ }
+}
+static const GLubyte stipple_3d[] = {
+ 0x00, 0x00, 0x00, 0x00,
+ 0xFF, 0xFF, 0xFF, 0xFF,
+ 0x00, 0x00, 0x00, 0x00,
+ 0xFF, 0xFF, 0xFF, 0xFF,
+ 0x00, 0x00, 0x00, 0x00,
+ 0xFF, 0xFF, 0xFF, 0xFF,
+ 0x00, 0x00, 0x00, 0x00,
+ 0xFF, 0xFF, 0xFF, 0xFF,
+ 0x00, 0x00, 0x00, 0x00,
+ 0xFF, 0xFF, 0xFF, 0xFF,
+ 0x00, 0x00, 0x00, 0x00,
+ 0xFF, 0xFF, 0xFF, 0xFF,
+ 0x00, 0x00, 0x00, 0x00,
+ 0xFF, 0xFF, 0xFF, 0xFF,
+ 0x00, 0x00, 0x00, 0x00,
+ 0xFF, 0xFF, 0xFF, 0xFF,
+ 0x00, 0x00, 0x00, 0x00,
+ 0xFF, 0xFF, 0xFF, 0xFF,
+ 0x00, 0x00, 0x00, 0x00,
+ 0xFF, 0xFF, 0xFF, 0xFF,
+ 0x00, 0x00, 0x00, 0x00,
+ 0xFF, 0xFF, 0xFF, 0xFF,
+ 0x00, 0x00, 0x00, 0x00,
+ 0xFF, 0xFF, 0xFF, 0xFF,
+ 0x00, 0x00, 0x00, 0x00,
+ 0xFF, 0xFF, 0xFF, 0xFF,
+ 0x00, 0x00, 0x00, 0x00,
+ 0xFF, 0xFF, 0xFF, 0xFF,
+ 0x00, 0x00, 0x00, 0x00,
+ 0xFF, 0xFF, 0xFF, 0xFF,
+ 0x00, 0x00, 0x00, 0x00,
+ 0xFF, 0xFF, 0xFF, 0xFF,
+ 0x00, 0x00, 0x00, 0x00,
+};
+
+void CRenderSystemGL::SetStereoMode(RENDER_STEREO_MODE mode, RENDER_STEREO_VIEW view)
+{
+ CRenderSystemBase::SetStereoMode(mode, view);
+
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glDrawBuffer(GL_BACK);
+
+ if(m_stereoMode == RENDER_STEREO_MODE_ANAGLYPH_RED_CYAN)
+ {
+ if(m_stereoView == RENDER_STEREO_VIEW_LEFT)
+ glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
+ else if(m_stereoView == RENDER_STEREO_VIEW_RIGHT)
+ glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
+ }
+ if(m_stereoMode == RENDER_STEREO_MODE_ANAGLYPH_GREEN_MAGENTA)
+ {
+ if(m_stereoView == RENDER_STEREO_VIEW_LEFT)
+ glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE);
+ else if(m_stereoView == RENDER_STEREO_VIEW_RIGHT)
+ glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_TRUE);
+ }
+ if(m_stereoMode == RENDER_STEREO_MODE_ANAGLYPH_YELLOW_BLUE)
+ {
+ if(m_stereoView == RENDER_STEREO_VIEW_LEFT)
+ glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE);
+ else if(m_stereoView == RENDER_STEREO_VIEW_RIGHT)
+ glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE);
+ }
+
+ if(m_stereoMode == RENDER_STEREO_MODE_INTERLACED)
+ {
+ glEnable(GL_POLYGON_STIPPLE);
+ if(m_stereoView == RENDER_STEREO_VIEW_LEFT)
+ glPolygonStipple(stipple_3d);
+ else if(m_stereoView == RENDER_STEREO_VIEW_RIGHT)
+ glPolygonStipple(stipple_3d+4);
+ }
+
+ if(m_stereoMode == RENDER_STEREO_MODE_HARDWAREBASED)
+ {
+ if(m_stereoView == RENDER_STEREO_VIEW_LEFT)
+ glDrawBuffer(GL_BACK_LEFT);
+ else if(m_stereoView == RENDER_STEREO_VIEW_RIGHT)
+ glDrawBuffer(GL_BACK_RIGHT);
+ }
+
+}
+
+bool CRenderSystemGL::SupportsStereo(RENDER_STEREO_MODE mode) const
+{
+ switch(mode)
+ {
+ case RENDER_STEREO_MODE_ANAGLYPH_RED_CYAN:
+ case RENDER_STEREO_MODE_ANAGLYPH_GREEN_MAGENTA:
+ case RENDER_STEREO_MODE_ANAGLYPH_YELLOW_BLUE:
+ case RENDER_STEREO_MODE_INTERLACED:
+ return true;
+ case RENDER_STEREO_MODE_HARDWAREBASED: {
+ //This is called by setting init, at which point GL is not inited
+ //luckily if GL doesn't support this, it will just behave as if
+ //it was not in effect.
+ //GLboolean stereo = GL_FALSE;
+ //glGetBooleanv(GL_STEREO, &stereo);
+ //return stereo == GL_TRUE ? true : false;
+ return true;
+ }
+ default:
+ return CRenderSystemBase::SupportsStereo(mode);
+ }
+}
+
+// -----------------------------------------------------------------------------
+// shaders
+// -----------------------------------------------------------------------------
+void CRenderSystemGL::InitialiseShaders()
+{
+ std::string defines;
+ m_limitedColorRange = CServiceBroker::GetWinSystem()->UseLimitedColor();
+ if (m_limitedColorRange)
+ {
+ defines += "#define KODI_LIMITED_RANGE 1\n";
+ }
+
+ m_pShader[ShaderMethodGL::SM_DEFAULT] = std::make_unique<CGLShader>(
+ "gl_shader_vert_default.glsl", "gl_shader_frag_default.glsl", defines);
+ if (!m_pShader[ShaderMethodGL::SM_DEFAULT]->CompileAndLink())
+ {
+ m_pShader[ShaderMethodGL::SM_DEFAULT]->Free();
+ m_pShader[ShaderMethodGL::SM_DEFAULT].reset();
+ CLog::Log(LOGERROR, "GUI Shader gl_shader_frag_default.glsl - compile and link failed");
+ }
+
+ m_pShader[ShaderMethodGL::SM_TEXTURE] =
+ std::make_unique<CGLShader>("gl_shader_frag_texture.glsl", defines);
+ if (!m_pShader[ShaderMethodGL::SM_TEXTURE]->CompileAndLink())
+ {
+ m_pShader[ShaderMethodGL::SM_TEXTURE]->Free();
+ m_pShader[ShaderMethodGL::SM_TEXTURE].reset();
+ CLog::Log(LOGERROR, "GUI Shader gl_shader_frag_texture.glsl - compile and link failed");
+ }
+
+ m_pShader[ShaderMethodGL::SM_TEXTURE_LIM] =
+ std::make_unique<CGLShader>("gl_shader_frag_texture_lim.glsl", defines);
+ if (!m_pShader[ShaderMethodGL::SM_TEXTURE_LIM]->CompileAndLink())
+ {
+ m_pShader[ShaderMethodGL::SM_TEXTURE_LIM]->Free();
+ m_pShader[ShaderMethodGL::SM_TEXTURE_LIM].reset();
+ CLog::Log(LOGERROR, "GUI Shader gl_shader_frag_texture_lim.glsl - compile and link failed");
+ }
+
+ m_pShader[ShaderMethodGL::SM_MULTI] =
+ std::make_unique<CGLShader>("gl_shader_frag_multi.glsl", defines);
+ if (!m_pShader[ShaderMethodGL::SM_MULTI]->CompileAndLink())
+ {
+ m_pShader[ShaderMethodGL::SM_MULTI]->Free();
+ m_pShader[ShaderMethodGL::SM_MULTI].reset();
+ CLog::Log(LOGERROR, "GUI Shader gl_shader_frag_multi.glsl - compile and link failed");
+ }
+
+ m_pShader[ShaderMethodGL::SM_FONTS] =
+ std::make_unique<CGLShader>("gl_shader_frag_fonts.glsl", defines);
+ if (!m_pShader[ShaderMethodGL::SM_FONTS]->CompileAndLink())
+ {
+ m_pShader[ShaderMethodGL::SM_FONTS]->Free();
+ m_pShader[ShaderMethodGL::SM_FONTS].reset();
+ CLog::Log(LOGERROR, "GUI Shader gl_shader_frag_fonts.glsl - compile and link failed");
+ }
+
+ m_pShader[ShaderMethodGL::SM_TEXTURE_NOBLEND] =
+ std::make_unique<CGLShader>("gl_shader_frag_texture_noblend.glsl", defines);
+ if (!m_pShader[ShaderMethodGL::SM_TEXTURE_NOBLEND]->CompileAndLink())
+ {
+ m_pShader[ShaderMethodGL::SM_TEXTURE_NOBLEND]->Free();
+ m_pShader[ShaderMethodGL::SM_TEXTURE_NOBLEND].reset();
+ CLog::Log(LOGERROR, "GUI Shader gl_shader_frag_texture_noblend.glsl - compile and link failed");
+ }
+
+ m_pShader[ShaderMethodGL::SM_MULTI_BLENDCOLOR] =
+ std::make_unique<CGLShader>("gl_shader_frag_multi_blendcolor.glsl", defines);
+ if (!m_pShader[ShaderMethodGL::SM_MULTI_BLENDCOLOR]->CompileAndLink())
+ {
+ m_pShader[ShaderMethodGL::SM_MULTI_BLENDCOLOR]->Free();
+ m_pShader[ShaderMethodGL::SM_MULTI_BLENDCOLOR].reset();
+ CLog::Log(LOGERROR, "GUI Shader gl_shader_frag_multi_blendcolor.glsl - compile and link failed");
+ }
+}
+
+void CRenderSystemGL::ReleaseShaders()
+{
+ if (m_pShader[ShaderMethodGL::SM_DEFAULT])
+ m_pShader[ShaderMethodGL::SM_DEFAULT]->Free();
+ m_pShader[ShaderMethodGL::SM_DEFAULT].reset();
+
+ if (m_pShader[ShaderMethodGL::SM_TEXTURE])
+ m_pShader[ShaderMethodGL::SM_TEXTURE]->Free();
+ m_pShader[ShaderMethodGL::SM_TEXTURE].reset();
+
+ if (m_pShader[ShaderMethodGL::SM_TEXTURE_LIM])
+ m_pShader[ShaderMethodGL::SM_TEXTURE_LIM]->Free();
+ m_pShader[ShaderMethodGL::SM_TEXTURE_LIM].reset();
+
+ if (m_pShader[ShaderMethodGL::SM_MULTI])
+ m_pShader[ShaderMethodGL::SM_MULTI]->Free();
+ m_pShader[ShaderMethodGL::SM_MULTI].reset();
+
+ if (m_pShader[ShaderMethodGL::SM_FONTS])
+ m_pShader[ShaderMethodGL::SM_FONTS]->Free();
+ m_pShader[ShaderMethodGL::SM_FONTS].reset();
+
+ if (m_pShader[ShaderMethodGL::SM_TEXTURE_NOBLEND])
+ m_pShader[ShaderMethodGL::SM_TEXTURE_NOBLEND]->Free();
+ m_pShader[ShaderMethodGL::SM_TEXTURE_NOBLEND].reset();
+
+ if (m_pShader[ShaderMethodGL::SM_MULTI_BLENDCOLOR])
+ m_pShader[ShaderMethodGL::SM_MULTI_BLENDCOLOR]->Free();
+ m_pShader[ShaderMethodGL::SM_MULTI_BLENDCOLOR].reset();
+}
+
+void CRenderSystemGL::EnableShader(ShaderMethodGL method)
+{
+ m_method = method;
+ if (m_pShader[m_method])
+ {
+ m_pShader[m_method]->Enable();
+ }
+ else
+ {
+ CLog::Log(LOGERROR, "Invalid GUI Shader selected {}", method);
+ }
+}
+
+void CRenderSystemGL::DisableShader()
+{
+ if (m_pShader[m_method])
+ {
+ m_pShader[m_method]->Disable();
+ }
+ m_method = ShaderMethodGL::SM_DEFAULT;
+}
+
+GLint CRenderSystemGL::ShaderGetPos()
+{
+ if (m_pShader[m_method])
+ return m_pShader[m_method]->GetPosLoc();
+
+ return -1;
+}
+
+GLint CRenderSystemGL::ShaderGetCol()
+{
+ if (m_pShader[m_method])
+ return m_pShader[m_method]->GetColLoc();
+
+ return -1;
+}
+
+GLint CRenderSystemGL::ShaderGetCoord0()
+{
+ if (m_pShader[m_method])
+ return m_pShader[m_method]->GetCord0Loc();
+
+ return -1;
+}
+
+GLint CRenderSystemGL::ShaderGetCoord1()
+{
+ if (m_pShader[m_method])
+ return m_pShader[m_method]->GetCord1Loc();
+
+ return -1;
+}
+
+GLint CRenderSystemGL::ShaderGetUniCol()
+{
+ if (m_pShader[m_method])
+ return m_pShader[m_method]->GetUniColLoc();
+
+ return -1;
+}
+
+GLint CRenderSystemGL::ShaderGetModel()
+{
+ if (m_pShader[m_method])
+ return m_pShader[m_method]->GetModelLoc();
+
+ return -1;
+}
+
+std::string CRenderSystemGL::GetShaderPath(const std::string &filename)
+{
+ std::string path = "GL/1.2/";
+
+ if (m_glslMajor >= 4)
+ {
+ std::string file = "special://xbmc/system/shaders/GL/4.0/" + filename;
+ const CURL pathToUrl(file);
+ if (CFileUtils::Exists(pathToUrl.Get()))
+ return "GL/4.0/";
+ }
+ if (m_glslMajor >= 2 || (m_glslMajor == 1 && m_glslMinor >= 50))
+ path = "GL/1.5/";
+
+ return path;
+}