Initial support for BGFX [Dario Manesku, Branimir Karadic, Miodrag Milanovic]

Need optimization and cleanup, note that all shaders can be built only on windows
due to usage of DirectX DLLs
This commit is contained in:
Miodrag Milanovic 2016-02-07 15:49:55 +01:00
parent 5b432512fa
commit 178167b8fe
45 changed files with 602 additions and 76 deletions

1
.gitignore vendored
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@ -13,6 +13,7 @@
!/samples/
!/scripts/
!/src/
!/shaders/
!/tests/
!/doxygen/
!/web/

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@ -1 +0,0 @@
*

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@ -1367,3 +1367,7 @@ cppcheck:
@echo Generate CppCheck analysis report
cppcheck --enable=all src/ $(CPPCHECK_PARAMS) -j9
.PHONY: shaders
shaders:
$(SILENT) $(MAKE) -C $(SRC)/osd/modules/render/bgfx rebuild

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@ -0,0 +1,11 @@
$input v_color0
// license:BSD-3-Clause
// copyright-holders:Dario Manesku
#include "../../../../../3rdparty/bgfx/examples/common/common.sh"
void main()
{
gl_FragColor = v_color0;
}

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@ -0,0 +1,11 @@
$input v_color0
// license:BSD-3-Clause
// copyright-holders:Dario Manesku
#include "../../../../../3rdparty/bgfx/examples/common/common.sh"
void main()
{
gl_FragColor = v_color0;
}

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@ -0,0 +1,14 @@
$input v_color0, v_texcoord0
// license:BSD-3-Clause
// copyright-holders:Dario Manesku
#include "../../../../../3rdparty/bgfx/examples/common/common.sh"
SAMPLER2D(s_tex, 0);
void main()
{
vec4 texel = texture2D(s_tex, v_texcoord0);
gl_FragColor = texel * v_color0;
}

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@ -0,0 +1,13 @@
BGFX_DIR=../../../../../3rdparty/bgfx
RUNTIME_DIR=../../../../..
BUILD_DIR=../../../../../build
include $(BGFX_DIR)/scripts/shader.mk
rebuild:
@make -s --no-print-directory TARGET=0 clean all
@make -s --no-print-directory TARGET=1 clean all
@make -s --no-print-directory TARGET=2 clean all
@make -s --no-print-directory TARGET=3 clean all
@make -s --no-print-directory TARGET=4 clean all
@make -s --no-print-directory TARGET=5 clean all

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@ -0,0 +1,7 @@
vec4 v_color0 : COLOR0 = vec4(1.0, 0.0, 0.0, 1.0);
vec2 v_texcoord0 : TEXCOORD0 = vec2(0.0, 0.0);
vec3 v_pos : TEXCOORD1 = vec3(0.0, 0.0, 0.0);
vec3 a_position : POSITION;
vec4 a_color0 : COLOR0;
vec2 a_texcoord0 : TEXCOORD0;

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@ -0,0 +1,13 @@
$input a_position, a_color0
$output v_color0
// license:BSD-3-Clause
// copyright-holders:Dario Manesku
#include "../../../../../3rdparty/bgfx/examples/common/common.sh"
void main()
{
gl_Position = mul(u_viewProj, vec4(a_position.xy, 0.0, 1.0));
v_color0 = a_color0;
}

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@ -0,0 +1,13 @@
$input a_position, a_color0
$output v_color0
// license:BSD-3-Clause
// copyright-holders:Dario Manesku
#include "../../../../../3rdparty/bgfx/examples/common/common.sh"
void main()
{
gl_Position = mul(u_viewProj, vec4(a_position.xy, 0.0, 1.0));
v_color0 = a_color0;
}

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@ -0,0 +1,14 @@
$input a_position, a_texcoord0, a_color0
$output v_texcoord0, v_color0
// license:BSD-3-Clause
// copyright-holders:Dario Manesku
#include "../../../../../3rdparty/bgfx/examples/common/common.sh"
void main()
{
gl_Position = mul(u_viewProj, vec4(a_position.xy, 0.0, 1.0));
v_texcoord0 = a_texcoord0;
v_color0 = a_color0;
}

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@ -1,5 +1,5 @@
// license:BSD-3-Clause
// copyright-holders:Miodrag Milanovic
// copyright-holders:Miodrag Milanovic, Dario Manesku, Branimir Karadzic
//============================================================
//
// drawbgfx.c - BGFX drawer
@ -30,6 +30,8 @@
#include <bgfx/bgfxplatform.h>
#include <bgfx/bgfx.h>
#include <bx/fpumath.h>
#include <bx/readerwriter.h>
//============================================================
// DEBUGGING
@ -110,6 +112,11 @@ public:
INT64 m_last_blit_time;
INT64 m_last_blit_pixels;
bgfx::ProgramHandle m_progQuad;
bgfx::ProgramHandle m_progQuadTexture;
bgfx::ProgramHandle m_progLine;
bgfx::UniformHandle m_s_texColor;
// Original display_mode
};
@ -155,7 +162,7 @@ static void drawbgfx_exit(void)
//============================================================
// renderer_bgfx::create
//============================================================
bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName);
int renderer_bgfx::create()
{
// create renderer
@ -177,7 +184,12 @@ int renderer_bgfx::create()
#endif
// Enable debug text.
bgfx::setDebug(BGFX_DEBUG_STATS);// BGFX_DEBUG_TEXT);
bgfx::setDebug(BGFX_DEBUG_TEXT); //BGFX_DEBUG_STATS
// Create program from shaders.
m_progQuad = loadProgram("vs_quad", "fs_quad");
m_progQuadTexture = loadProgram("vs_quad_texture", "fs_quad_texture");
m_progLine = loadProgram("vs_line", "fs_line");
m_s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
osd_printf_verbose("Leave drawsdl2_window_create\n");
return 0;
@ -192,6 +204,12 @@ void renderer_bgfx::destroy()
// free the memory in the window
// destroy_all_textures();
//
bgfx::destroyUniform(m_s_texColor);
// Cleanup.
bgfx::destroyProgram(m_progQuad);
bgfx::destroyProgram(m_progQuadTexture);
bgfx::destroyProgram(m_progLine);
// Shutdown bgfx.
bgfx::shutdown();
@ -215,39 +233,421 @@ int renderer_bgfx::xy_to_render_target(int x, int y, int *xt, int *yt)
}
#endif
static const bgfx::Memory* loadMem(bx::FileReaderI* _reader, const char* _filePath)
{
if (bx::open(_reader, _filePath))
{
uint32_t size = (uint32_t)bx::getSize(_reader);
const bgfx::Memory* mem = bgfx::alloc(size + 1);
bx::read(_reader, mem->data, size);
bx::close(_reader);
mem->data[mem->size - 1] = '\0';
return mem;
}
return NULL;
}
static bgfx::ShaderHandle loadShader(bx::FileReaderI* _reader, const char* _name)
{
char filePath[512];
const char* shaderPath = "shaders/dx9/";
switch (bgfx::getRendererType())
{
case bgfx::RendererType::Direct3D11:
case bgfx::RendererType::Direct3D12:
shaderPath = "shaders/dx11/";
break;
case bgfx::RendererType::OpenGL:
shaderPath = "shaders/glsl/";
break;
case bgfx::RendererType::Metal:
shaderPath = "shaders/metal/";
break;
case bgfx::RendererType::OpenGLES:
shaderPath = "shaders/gles/";
break;
default:
break;
}
strcpy(filePath, shaderPath);
strcat(filePath, _name);
strcat(filePath, ".bin");
return bgfx::createShader(loadMem(_reader, filePath));
}
bgfx::ProgramHandle loadProgram(bx::FileReaderI* _reader, const char* _vsName, const char* _fsName)
{
bgfx::ShaderHandle vsh = loadShader(_reader, _vsName);
bgfx::ShaderHandle fsh = BGFX_INVALID_HANDLE;
if (NULL != _fsName)
{
fsh = loadShader(_reader, _fsName);
}
return bgfx::createProgram(vsh, fsh, true /* destroy shaders when program is destroyed */);
}
static auto s_fileReader = new bx::CrtFileReader;
bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName)
{
return loadProgram(s_fileReader, _vsName, _fsName);
}
//============================================================
// drawbgfx_window_draw
//============================================================
struct PosColorTexCoord0Vertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_rgba;
float m_u;
float m_v;
static void init()
{
ms_decl.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
void screenQuad(float _x1
, float _y1
, float _x2
, float _y2
, uint32_t _abgr
, render_quad_texuv uv
)
{
if (bgfx::checkAvailTransientVertexBuffer(6, PosColorTexCoord0Vertex::ms_decl))
{
bgfx::TransientVertexBuffer vb;
bgfx::allocTransientVertexBuffer(&vb, 6, PosColorTexCoord0Vertex::ms_decl);
PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
const float minx = _x1;
const float miny = _y1;
const float maxx = _x2;
const float maxy = _y2;
const float zz = 0.0f;
vertex[0].m_x = minx;
vertex[0].m_y = miny;
vertex[0].m_z = zz;
vertex[0].m_rgba = _abgr;
vertex[0].m_u = uv.tl.u;
vertex[0].m_v = uv.tl.v;
vertex[1].m_x = maxx;
vertex[1].m_y = miny;
vertex[1].m_z = zz;
vertex[1].m_rgba = _abgr;
vertex[1].m_u = uv.tr.u;
vertex[1].m_v = uv.tr.v;
vertex[2].m_x = maxx;
vertex[2].m_y = maxy;
vertex[2].m_z = zz;
vertex[2].m_rgba = _abgr;
vertex[2].m_u = uv.br.u;
vertex[2].m_v = uv.br.v;
vertex[3].m_x = maxx;
vertex[3].m_y = maxy;
vertex[3].m_z = zz;
vertex[3].m_rgba = _abgr;
vertex[3].m_u = uv.br.u;
vertex[3].m_v = uv.br.v;
vertex[4].m_x = minx;
vertex[4].m_y = maxy;
vertex[4].m_z = zz;
vertex[4].m_rgba = _abgr;
vertex[4].m_u = uv.bl.u;
vertex[4].m_v = uv.bl.v;
vertex[5].m_x = minx;
vertex[5].m_y = miny;
vertex[5].m_z = zz;
vertex[5].m_rgba = _abgr;
vertex[5].m_u = uv.tl.u;
vertex[5].m_v = uv.tl.v;
bgfx::setVertexBuffer(&vb);
}
}
struct PosColorVertex
{
float m_x;
float m_y;
uint32_t m_abgr;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 2, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosColorVertex::ms_decl;
#define MAX_TEMP_COORDS 100
void drawPolygon(const float* _coords, uint32_t _numCoords, float _r, uint32_t _abgr)
{
float tempCoords[MAX_TEMP_COORDS * 2];
float tempNormals[MAX_TEMP_COORDS * 2];
_numCoords = _numCoords < MAX_TEMP_COORDS ? _numCoords : MAX_TEMP_COORDS;
for (uint32_t ii = 0, jj = _numCoords - 1; ii < _numCoords; jj = ii++)
{
const float* v0 = &_coords[jj * 2];
const float* v1 = &_coords[ii * 2];
float dx = v1[0] - v0[0];
float dy = v1[1] - v0[1];
float d = sqrtf(dx * dx + dy * dy);
if (d > 0)
{
d = 1.0f / d;
dx *= d;
dy *= d;
}
tempNormals[jj * 2 + 0] = dy;
tempNormals[jj * 2 + 1] = -dx;
}
for (uint32_t ii = 0, jj = _numCoords - 1; ii < _numCoords; jj = ii++)
{
float dlx0 = tempNormals[jj * 2 + 0];
float dly0 = tempNormals[jj * 2 + 1];
float dlx1 = tempNormals[ii * 2 + 0];
float dly1 = tempNormals[ii * 2 + 1];
float dmx = (dlx0 + dlx1) * 0.5f;
float dmy = (dly0 + dly1) * 0.5f;
float dmr2 = dmx * dmx + dmy * dmy;
if (dmr2 > 0.000001f)
{
float scale = 1.0f / dmr2;
if (scale > 10.0f)
{
scale = 10.0f;
}
dmx *= scale;
dmy *= scale;
}
tempCoords[ii * 2 + 0] = _coords[ii * 2 + 0] + dmx * _r;
tempCoords[ii * 2 + 1] = _coords[ii * 2 + 1] + dmy * _r;
}
uint32_t numVertices = _numCoords * 6 + (_numCoords - 2) * 3;
if (bgfx::checkAvailTransientVertexBuffer(numVertices, PosColorVertex::ms_decl))
{
bgfx::TransientVertexBuffer tvb;
bgfx::allocTransientVertexBuffer(&tvb, numVertices, PosColorVertex::ms_decl);
uint32_t trans = _abgr & 0xffffff;
PosColorVertex* vertex = (PosColorVertex*)tvb.data;
for (uint32_t ii = 0, jj = _numCoords - 1; ii < _numCoords; jj = ii++)
{
vertex->m_x = _coords[ii * 2 + 0];
vertex->m_y = _coords[ii * 2 + 1];
vertex->m_abgr = _abgr;
++vertex;
vertex->m_x = _coords[jj * 2 + 0];
vertex->m_y = _coords[jj * 2 + 1];
vertex->m_abgr = _abgr;
++vertex;
vertex->m_x = tempCoords[jj * 2 + 0];
vertex->m_y = tempCoords[jj * 2 + 1];
vertex->m_abgr = trans;
++vertex;
vertex->m_x = tempCoords[jj * 2 + 0];
vertex->m_y = tempCoords[jj * 2 + 1];
vertex->m_abgr = trans;
++vertex;
vertex->m_x = tempCoords[ii * 2 + 0];
vertex->m_y = tempCoords[ii * 2 + 1];
vertex->m_abgr = trans;
++vertex;
vertex->m_x = _coords[ii * 2 + 0];
vertex->m_y = _coords[ii * 2 + 1];
vertex->m_abgr = _abgr;
++vertex;
}
for (uint32_t ii = 2; ii < _numCoords; ++ii)
{
vertex->m_x = _coords[0];
vertex->m_y = _coords[1];
vertex->m_abgr = _abgr;
++vertex;
vertex->m_x = _coords[(ii - 1) * 2 + 0];
vertex->m_y = _coords[(ii - 1) * 2 + 1];
vertex->m_abgr = _abgr;
++vertex;
vertex->m_x = _coords[ii * 2 + 0];
vertex->m_y = _coords[ii * 2 + 1];
vertex->m_abgr = _abgr;
++vertex;
}
bgfx::setVertexBuffer(&tvb);
}
}
void drawLine(float _x0, float _y0, float _x1, float _y1, float _r, uint32_t _abgr, float _fth = 1.0f)
{
float dx = _x1 - _x0;
float dy = _y1 - _y0;
float d = sqrtf(dx * dx + dy * dy);
if (d > 0.0001f)
{
d = 1.0f / d;
dx *= d;
dy *= d;
}
float nx = dy;
float ny = -dx;
float verts[4 * 2];
_r -= _fth;
_r *= 0.5f;
if (_r < 0.01f)
{
_r = 0.01f;
}
dx *= _r;
dy *= _r;
nx *= _r;
ny *= _r;
verts[0] = _x0 - dx - nx;
verts[1] = _y0 - dy - ny;
verts[2] = _x0 - dx + nx;
verts[3] = _y0 - dy + ny;
verts[4] = _x1 + dx + nx;
verts[5] = _y1 + dy + ny;
verts[6] = _x1 + dx - nx;
verts[7] = _y1 + dy - ny;
drawPolygon(verts, 4, _fth, _abgr);
}
void initVertexDecls()
{
PosColorTexCoord0Vertex::init();
PosColorVertex::init();
}
static inline
uint32_t u32Color(uint8_t _r, uint8_t _g, uint8_t _b, uint8_t _a = 255)
{
return 0
| (uint32_t(_r) << 0)
| (uint32_t(_g) << 8)
| (uint32_t(_b) << 16)
| (uint32_t(_a) << 24)
;
}
int renderer_bgfx::draw(int update)
{
//if (has_flags(FI_CHANGED) || (window().width() != m_last_width) || (window().height() != m_last_height))
// do something
//clear_flags(FI_CHANGED);
initVertexDecls();
// Set view 0 default viewport.
int width, height;
#ifdef OSD_WINDOWS
RECT client;
GetClientRect(window().m_hwnd, &client);
width = rect_width(&client);
height = rect_height(&client);
#else
width = m_blit_dim.width();
height = m_blit_dim.height();
#endif
bgfx::setViewRect(0, 0, 0, width, height);
bgfx::reset(width, height, BGFX_RESET_VSYNC);
// Setup view transform.
{
float view[16];
bx::mtxIdentity(view);
float left = 0.0f;
float top = 0.0f;
float right = width;
float bottom = height;
float proj[16];
bx::mtxOrtho(proj, left, right, bottom, top, 0.0f, 100.0f);
bgfx::setViewTransform(0, view, proj);
}
bgfx::setViewClear(0
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
, 0x000000ff
, 1.0f
, 0
);
// Set view 0 default viewport.
#ifdef OSD_WINDOWS
RECT client;
GetClientRect(window().m_hwnd, &client);
bgfx::setViewRect(0, 0, 0, rect_width(&client), rect_height(&client));
#else
bgfx::setViewRect(0, 0, 0, m_blit_dim.width(), m_blit_dim.height());
#endif
// This dummy draw call is here to make sure that view 0 is cleared
// if no other draw calls are submitted to view 0.
bgfx::touch(0);
window().m_primlist->acquire_lock();
// Draw quad.
// now draw
for (render_primitive *prim = window().m_primlist->first(); prim != NULL; prim = prim->next())
{
uint64_t flags = BGFX_STATE_RGB_WRITE;
switch (prim->flags & PRIMFLAG_BLENDMODE_MASK)
{
case PRIMFLAG_BLENDMODE(BLENDMODE_NONE):
break;
case PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA):
flags |= BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_ALPHA);
break;
case PRIMFLAG_BLENDMODE(BLENDMODE_RGB_MULTIPLY):
flags |= BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_DST_COLOR, BGFX_STATE_BLEND_ZERO);
break;
case PRIMFLAG_BLENDMODE(BLENDMODE_ADD):
flags |= BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_ONE);
}
switch (prim->type)
{
/**
@ -255,72 +655,98 @@ int renderer_bgfx::draw(int update)
* since entering and leaving one is most expensive..
*/
case render_primitive::LINE:
// check if it's really a point
/*
if (((prim->bounds.x1 - prim->bounds.x0) == 0) && ((prim->bounds.y1 - prim->bounds.y0) == 0))
{
curPrimitive=GL_POINTS;
} else {
curPrimitive=GL_LINES;
}
if(pendingPrimitive!=GL_NO_PRIMITIVE && pendingPrimitive!=curPrimitive)
{
glEnd();
pendingPrimitive=GL_NO_PRIMITIVE;
}
if ( pendingPrimitive==GL_NO_PRIMITIVE )
{
set_blendmode(sdl, PRIMFLAG_GET_BLENDMODE(prim->flags));
}
glColor4f(prim->color.r, prim->color.g, prim->color.b, prim->color.a);
if(pendingPrimitive!=curPrimitive)
{
glBegin(curPrimitive);
pendingPrimitive=curPrimitive;
}
// check if it's really a point
if (curPrimitive==GL_POINTS)
{
glVertex2f(prim->bounds.x0+hofs, prim->bounds.y0+vofs);
}
else
{
glVertex2f(prim->bounds.x0+hofs, prim->bounds.y0+vofs);
glVertex2f(prim->bounds.x1+hofs, prim->bounds.y1+vofs);
}*/
drawLine(prim->bounds.x0, prim->bounds.y0, prim->bounds.x1, prim->bounds.y1,
1.0f,
u32Color(prim->color.r * 255, prim->color.g * 255, prim->color.b * 255, prim->color.a * 255),
1.0f);
bgfx::setState(flags);
bgfx::submit(0, m_progLine);
break;
case render_primitive::QUAD:
/*
if(pendingPrimitive!=GL_NO_PRIMITIVE)
{
glEnd();
pendingPrimitive=GL_NO_PRIMITIVE;
}
if (prim->texture.base == nullptr) {
render_quad_texuv uv;
uv.tl.u = uv.tl.v = uv.tr.u = uv.tr.v = 0;
uv.bl.u = uv.bl.v = uv.br.u = uv.br.v = 0;
screenQuad(prim->bounds.x0, prim->bounds.y0,prim->bounds.x1, prim->bounds.y1,
u32Color(prim->color.r * 255, prim->color.g * 255, prim->color.b * 255, prim->color.a * 255),uv);
bgfx::setState(flags);
bgfx::submit(0, m_progQuad);
} else {
screenQuad(prim->bounds.x0, prim->bounds.y0, prim->bounds.x1, prim->bounds.y1,
0xFFFFFFFF,prim->texcoords);
bgfx::TextureHandle m_texture;
// render based on the texture coordinates
switch (prim->flags & PRIMFLAG_TEXFORMAT_MASK)
{
case PRIMFLAG_TEXFORMAT(TEXFORMAT_PALETTEA16):
case PRIMFLAG_TEXFORMAT(TEXFORMAT_PALETTE16):
{
auto mem = bgfx::alloc(prim->texture.width*prim->texture.height * 4);
int y, x;
glColor4f(prim->color.r, prim->color.g, prim->color.b, prim->color.a);
for (y = 0; y < prim->texture.height; y++)
{
unsigned char *pARGB32 = (unsigned char *)prim->texture.base + y*prim->texture.rowpixels*2;
unsigned char *pRGBA8 = (unsigned char *)mem->data + y*prim->texture.width * 4;
for (x = 0; x < prim->texture.width*2; x+=2)
{
pRGBA8[x*2 + 0] = prim->texture.palette[pARGB32[x + 0] + pARGB32[x + 1] * 256].r();
pRGBA8[x*2 + 1] = prim->texture.palette[pARGB32[x + 0] + pARGB32[x + 1] * 256].g();
pRGBA8[x*2 + 2] = prim->texture.palette[pARGB32[x + 0] + pARGB32[x + 1] * 256].b();
pRGBA8[x*2 + 3] = prim->texture.palette[pARGB32[x + 0] + pARGB32[x + 1] * 256].a();
}
}
m_texture = bgfx::createTexture2D((uint16_t)prim->texture.width
, (uint16_t)prim->texture.height
, 1
, bgfx::TextureFormat::RGBA8
, 0
, mem
);
}
break;
case PRIMFLAG_TEXFORMAT(TEXFORMAT_YUY16):
break;
case PRIMFLAG_TEXFORMAT(TEXFORMAT_RGB32):
case PRIMFLAG_TEXFORMAT(TEXFORMAT_ARGB32):
{
auto mem = bgfx::alloc(prim->texture.width*prim->texture.height * 4);
int y, x;
set_blendmode(sdl, PRIMFLAG_GET_BLENDMODE(prim->flags));
for (y = 0; y < prim->texture.height; y++)
{
unsigned char *pARGB32 = (unsigned char *)prim->texture.base + y*prim->texture.rowpixels*4;
unsigned char *pRGBA8 = (unsigned char *)mem->data + y*prim->texture.width *4;
for (x = 0; x < prim->texture.width *4; x+=4 )
{
pRGBA8[x] = pARGB32[x+2];
pRGBA8[x+1] = pARGB32[x+1];
pRGBA8[x+2] = pARGB32[x+0];
pRGBA8[x + 3] = pARGB32[x + 3];
}
}
m_texture = bgfx::createTexture2D((uint16_t)prim->texture.width
, (uint16_t)prim->texture.height
, 1
, bgfx::TextureFormat::RGBA8
, 0
, mem
);
}
break;
texture = texture_update(window, prim, 0);
sdl->texVerticex[0]=prim->bounds.x0 + hofs;
sdl->texVerticex[1]=prim->bounds.y0 + vofs;
sdl->texVerticex[2]=prim->bounds.x1 + hofs;
sdl->texVerticex[3]=prim->bounds.y0 + vofs;
sdl->texVerticex[4]=prim->bounds.x1 + hofs;
sdl->texVerticex[5]=prim->bounds.y1 + vofs;
sdl->texVerticex[6]=prim->bounds.x0 + hofs;
sdl->texVerticex[7]=prim->bounds.y1 + vofs;
glDrawArrays(GL_QUADS, 0, 4);
*/
default:
break;
}
bgfx::setTexture(0, m_s_texColor, m_texture);
bgfx::setState(flags);
bgfx::submit(0, m_progQuadTexture);
bgfx::destroyTexture(m_texture);
}
break;
default: