static void gl_set_nonblock_state(void *data, bool state) { gl_t *gl = (gl_t*)data; if (gl->vsync) { RARCH_LOG("GL VSync => %s\n", state ? "off" : "on"); gfx_ctx_set_swap_interval(state ? 0 : 1, true); } }
static void xdk_d3d_set_nonblock_state(void *data, bool state) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; if(d3d->vsync) { RARCH_LOG("D3D Vsync => %s\n", state ? "off" : "on"); gfx_ctx_set_swap_interval(state ? 0 : 1, TRUE); } }
static void xdk_d3d_start(void) { video_info_t video_info = {0}; video_info.vsync = g_settings.video.vsync; video_info.force_aspect = false; video_info.fullscreen = true; video_info.smooth = g_settings.video.smooth; video_info.input_scale = 2; driver.video_data = xdk_d3d_init(&video_info, NULL, NULL); xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data; gfx_ctx_set_swap_interval(d3d->vsync ? 1 : 0, false); }
static void xdk_d3d_start(void) { video_info_t video_info = {0}; video_info.vsync = g_settings.video.vsync; video_info.force_aspect = false; video_info.fullscreen = true; video_info.smooth = g_settings.video.smooth; video_info.input_scale = 2; driver.video_data = xdk_d3d_init(&video_info, NULL, NULL); xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data; gfx_ctx_set_swap_interval(d3d->vsync ? 1 : 0, false); HRESULT hr = d3d9_init_font("game:\\media\\Arial_12.xpr"); if(hr < 0) { RARCH_ERR("Couldn't create debug console.\n"); } }
void rmenu_ctx_ps3_set_swap_interval(unsigned interval) { gfx_ctx_set_swap_interval(interval); }
static void *gl_init(const video_info_t *video, const input_driver_t **input, void **input_data) { #ifdef _WIN32 gfx_set_dwm(); #endif #ifdef RARCH_CONSOLE if (driver.video_data) return driver.video_data; #endif gl_t *gl = (gl_t*)calloc(1, sizeof(gl_t)); if (!gl) return NULL; if (!gfx_ctx_init()) { free(gl); return NULL; } unsigned full_x = 0, full_y = 0; gfx_ctx_get_video_size(&full_x, &full_y); RARCH_LOG("Detecting resolution %ux%u.\n", full_x, full_y); gfx_ctx_set_swap_interval(video->vsync ? 1 : 0, false); unsigned win_width = video->width; unsigned win_height = video->height; if (video->fullscreen && (win_width == 0) && (win_height == 0)) { win_width = full_x; win_height = full_y; } if (!gfx_ctx_set_video_mode(win_width, win_height, g_settings.video.force_16bit ? 15 : 0, video->fullscreen)) { free(gl); return NULL; } #ifndef RARCH_CONSOLE gfx_ctx_update_window_title(true); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); #endif #if (defined(HAVE_XML) || defined(HAVE_CG)) && defined(_WIN32) // Win32 GL lib doesn't have some functions needed for XML shaders. // Need to load dynamically :( if (!load_gl_proc()) { gfx_ctx_destroy(); free(gl); return NULL; } #endif gl->vsync = video->vsync; gl->fullscreen = video->fullscreen; gl->full_x = full_x; gl->full_y = full_y; gl->win_width = win_width; gl->win_height = win_height; RARCH_LOG("GL: Using resolution %ux%u\n", gl->win_width, gl->win_height); #if defined(HAVE_CG_MENU) && defined(RARCH_CONSOLE) RARCH_LOG("Initializing menu shader ...\n"); gl_cg_set_menu_shader(default_paths.menu_shader_file); #endif if (!gl_shader_init()) { RARCH_ERR("Shader init failed.\n"); gfx_ctx_destroy(); free(gl); return NULL; } RARCH_LOG("GL: Loaded %u program(s).\n", gl_shader_num()); #ifdef HAVE_FBO // Set up render to texture. gl_init_fbo(gl, RARCH_SCALE_BASE * video->input_scale, RARCH_SCALE_BASE * video->input_scale); #endif gl->keep_aspect = video->force_aspect; // Apparently need to set viewport for passes when we aren't using FBOs. gl_shader_use(0); gl_set_viewport(gl, gl->win_width, gl->win_height, false, true); gl_shader_use(1); gl_set_viewport(gl, gl->win_width, gl->win_height, false, true); bool force_smooth = false; if (gl_shader_filter_type(1, &force_smooth)) gl->tex_filter = force_smooth ? GL_LINEAR : GL_NEAREST; else gl->tex_filter = video->smooth ? GL_LINEAR : GL_NEAREST; gl->texture_type = RARCH_GL_TEXTURE_TYPE; gl->texture_fmt = video->rgb32 ? RARCH_GL_FORMAT32 : RARCH_GL_FORMAT16; gl->base_size = video->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t); glEnable(GL_TEXTURE_2D); glDisable(GL_DEPTH_TEST); glDisable(GL_DITHER); glClearColor(0, 0, 0, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, vertex_ptr); memcpy(gl->tex_coords, tex_coords, sizeof(tex_coords)); glTexCoordPointer(2, GL_FLOAT, 0, gl->tex_coords); glColorPointer(4, GL_FLOAT, 0, white_color); set_lut_texture_coords(tex_coords); gl->tex_w = RARCH_SCALE_BASE * video->input_scale; gl->tex_h = RARCH_SCALE_BASE * video->input_scale; #ifdef HAVE_OPENGL_TEXREF glGenBuffers(1, &gl->pbo); glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, gl->pbo); glBufferData(GL_TEXTURE_REFERENCE_BUFFER_SCE, gl->tex_w * gl->tex_h * gl->base_size * TEXTURES, NULL, GL_STREAM_DRAW); #endif // Empty buffer that we use to clear out the texture with on res change. gl->empty_buf = calloc(gl->tex_w * gl->tex_h, gl->base_size); gl_init_textures(gl); for (unsigned i = 0; i < TEXTURES; i++) { gl->last_width[i] = gl->tex_w; gl->last_height[i] = gl->tex_h; } for (unsigned i = 0; i < TEXTURES; i++) { gl->prev_info[i].tex = gl->texture[(gl->tex_index - (i + 1)) & TEXTURES_MASK]; gl->prev_info[i].input_size[0] = gl->tex_w; gl->prev_info[i].tex_size[0] = gl->tex_w; gl->prev_info[i].input_size[1] = gl->tex_h; gl->prev_info[i].tex_size[1] = gl->tex_h; memcpy(gl->prev_info[i].coord, tex_coords, sizeof(tex_coords)); } gfx_ctx_input_driver(input, input_data); gl_init_font(gl, g_settings.video.font_path, g_settings.video.font_size); if (!gl_check_error()) { gfx_ctx_destroy(); free(gl); return NULL; } return gl; }