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RenderContext.cpp
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RenderContext.cpp
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/*
* Copyright (C) 2017-2018 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 "RenderContext.h"
#include "windowing/GraphicContext.h"
#include "rendering/RenderSystem.h"
#include "settings/DisplaySettings.h"
#include "settings/MediaSettings.h"
#include "windowing/WinSystem.h"
#include "system_gl.h"
#if defined(HAS_GL)
#include "rendering/gl/RenderSystemGL.h"
#elif HAS_GLES >= 2
#include "rendering/gles/RenderSystemGLES.h"
#elif defined(TARGET_WINDOWS)
#include "rendering/dx/RenderSystemDX.h"
#endif
using namespace KODI;
using namespace RETRO;
CRenderContext::CRenderContext(CRenderSystemBase *rendering,
CWinSystemBase *windowing,
CGraphicContext &graphicsContext,
CDisplaySettings &displaySettings,
CMediaSettings &mediaSettings) :
m_rendering(rendering),
m_windowing(windowing),
m_graphicsContext(graphicsContext),
m_displaySettings(displaySettings),
m_mediaSettings(mediaSettings)
{
}
void CRenderContext::SetViewPort(const CRect& viewPort)
{
m_rendering->SetViewPort(viewPort);
}
void CRenderContext::GetViewPort(CRect &viewPort)
{
m_rendering->GetViewPort(viewPort);
}
void CRenderContext::SetScissors(const CRect &rect)
{
m_rendering->SetScissors(rect);
}
void CRenderContext::ApplyStateBlock()
{
m_rendering->ApplyStateBlock();
}
bool CRenderContext::IsExtSupported(const char* extension)
{
return m_rendering->IsExtSupported(extension);
}
#if defined(HAS_GL) || defined(HAS_GLES)
namespace
{
static ESHADERMETHOD TranslateShaderMethod(GL_SHADER_METHOD method)
{
switch (method)
{
case GL_SHADER_METHOD::DEFAULT: return SM_DEFAULT;
case GL_SHADER_METHOD::TEXTURE: return SM_TEXTURE;
#if defined(HAS_GLES)
case GL_SHADER_METHOD::TEXTURE_RGBA_OES: return SM_TEXTURE_RGBA_OES;
case GL_SHADER_METHOD::TEXTURE_NOALPHA:
return SM_TEXTURE_NOALPHA;
#endif
default:
break;
}
return SM_DEFAULT;
}
}
#endif
void CRenderContext::EnableGUIShader(GL_SHADER_METHOD method)
{
#if defined(HAS_GL)
CRenderSystemGL *rendering = dynamic_cast<CRenderSystemGL*>(m_rendering);
if (rendering != nullptr)
rendering->EnableShader(TranslateShaderMethod(method));
#elif HAS_GLES >= 2
CRenderSystemGLES *renderingGLES = dynamic_cast<CRenderSystemGLES*>(m_rendering);
if (renderingGLES != nullptr)
renderingGLES->EnableGUIShader(TranslateShaderMethod(method));
#endif
}
void CRenderContext::DisableGUIShader()
{
#if defined(HAS_GL)
CRenderSystemGL *renderingGL = dynamic_cast<CRenderSystemGL*>(m_rendering);
if (renderingGL != nullptr)
renderingGL->DisableShader();
#elif HAS_GLES >= 2
CRenderSystemGLES *renderingGLES = dynamic_cast<CRenderSystemGLES*>(m_rendering);
if (renderingGLES != nullptr)
renderingGLES->DisableGUIShader();
#endif
}
int CRenderContext::GUIShaderGetPos()
{
#if defined(HAS_GL)
CRenderSystemGL *renderingGL = dynamic_cast<CRenderSystemGL*>(m_rendering);
if (renderingGL != nullptr)
return static_cast<int>(renderingGL->ShaderGetPos());
#elif HAS_GLES >= 2
CRenderSystemGLES *renderingGLES = dynamic_cast<CRenderSystemGLES*>(m_rendering);
if (renderingGLES != nullptr)
return static_cast<int>(renderingGLES->GUIShaderGetPos());
#endif
return -1;
}
int CRenderContext::GUIShaderGetCoord0()
{
#if defined(HAS_GL)
CRenderSystemGL *renderingGL = dynamic_cast<CRenderSystemGL*>(m_rendering);
if (renderingGL != nullptr)
return static_cast<int>(renderingGL->ShaderGetCoord0());
#elif HAS_GLES >= 2
CRenderSystemGLES *renderingGLES = dynamic_cast<CRenderSystemGLES*>(m_rendering);
if (renderingGLES != nullptr)
return static_cast<int>(renderingGLES->GUIShaderGetCoord0());
#endif
return -1;
}
int CRenderContext::GUIShaderGetUniCol()
{
#if defined(HAS_GL)
CRenderSystemGL *renderingGL = dynamic_cast<CRenderSystemGL*>(m_rendering);
if (renderingGL != nullptr)
return static_cast<int>(renderingGL->ShaderGetUniCol());
#elif HAS_GLES >= 2
CRenderSystemGLES *renderingGLES = dynamic_cast<CRenderSystemGLES*>(m_rendering);
if (renderingGLES != nullptr)
return static_cast<int>(renderingGLES->GUIShaderGetUniCol());
#endif
return -1;
}
CGUIShaderDX* CRenderContext::GetGUIShader()
{
#if defined(HAS_DX)
CRenderSystemDX *renderingDX = dynamic_cast<CRenderSystemDX*>(m_rendering);
if (renderingDX != nullptr)
return renderingDX->GetGUIShader();
#endif
return nullptr;
}
bool CRenderContext::UseLimitedColor()
{
return m_windowing->UseLimitedColor();
}
int CRenderContext::GetScreenWidth()
{
return m_graphicsContext.GetWidth();
}
int CRenderContext::GetScreenHeight()
{
return m_graphicsContext.GetHeight();
}
const CRect &CRenderContext::GetScissors()
{
return m_graphicsContext.GetScissors();
}
CRect CRenderContext::GetViewWindow()
{
return m_graphicsContext.GetViewWindow();
}
void CRenderContext::SetViewWindow(float left, float top, float right, float bottom)
{
m_graphicsContext.SetViewWindow(left, top, right, bottom);
}
void CRenderContext::SetFullScreenVideo(bool bOnOff)
{
m_graphicsContext.SetFullScreenVideo(bOnOff);
}
bool CRenderContext::IsFullScreenVideo()
{
return m_graphicsContext.IsFullScreenVideo();
}
bool CRenderContext::IsCalibrating()
{
return m_graphicsContext.IsCalibrating();
}
RESOLUTION CRenderContext::GetVideoResolution()
{
return m_graphicsContext.GetVideoResolution();
}
void CRenderContext::Clear(UTILS::Color color /* = 0 */)
{
m_graphicsContext.Clear(color);
}
RESOLUTION_INFO CRenderContext::GetResInfo()
{
return m_graphicsContext.GetResInfo();
}
void CRenderContext::SetRenderingResolution(const RESOLUTION_INFO &res, bool needsScaling)
{
m_graphicsContext.SetRenderingResolution(res, needsScaling);
}
UTILS::Color CRenderContext::MergeAlpha(UTILS::Color color)
{
return m_graphicsContext.MergeAlpha(color);
}
void CRenderContext::SetTransform(const TransformMatrix &matrix, float scaleX, float scaleY)
{
m_graphicsContext.SetTransform(matrix, scaleX, scaleY);
}
void CRenderContext::RemoveTransform()
{
m_graphicsContext.RemoveTransform();
}
CRect CRenderContext::StereoCorrection(const CRect &rect)
{
return m_graphicsContext.StereoCorrection(rect);
}
CCriticalSection &CRenderContext::GraphicsMutex()
{
return m_graphicsContext;
}
RESOLUTION_INFO &CRenderContext::GetResolutionInfo(RESOLUTION resolution)
{
return m_displaySettings.GetResolutionInfo(resolution);
}
CGameSettings &CRenderContext::GetGameSettings()
{
return m_mediaSettings.GetCurrentGameSettings();
}
CGameSettings &CRenderContext::GetDefaultGameSettings()
{
return m_mediaSettings.GetDefaultGameSettings();
}