xe::ui control for hosting a turbobadger UI.
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297
src/xenia/debug/ui/turbo_badger_renderer.cc
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297
src/xenia/debug/ui/turbo_badger_renderer.cc
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2015 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/debug/ui/turbo_badger_renderer.h"
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#include "xenia/base/assert.h"
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#include "xenia/base/logging.h"
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#include "third_party/turbobadger/src/tb/tb_types.h"
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#include "third_party/turbobadger/src/tb/tb_bitmap_fragment.h"
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#include "third_party/turbobadger/src/tb/tb_system.h"
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namespace xe {
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namespace debug {
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namespace ui {
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using namespace tb;
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class TBRendererGL4::TBBitmapGL4 : public tb::TBBitmap {
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public:
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TBBitmapGL4(TBRendererGL4* renderer);
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~TBBitmapGL4();
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bool Init(int width, int height, uint32_t* data);
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int Width() override { return width_; }
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int Height() override { return height_; }
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void SetData(uint32_t* data) override;
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TBRendererGL4* renderer_ = nullptr;
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int width_ = 0;
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int height_ = 0;
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GLuint handle_ = 0;
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GLuint64 gpu_handle_ = 0;
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};
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TBRendererGL4::TBBitmapGL4::TBBitmapGL4(TBRendererGL4* renderer)
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: renderer_(renderer) {}
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TBRendererGL4::TBBitmapGL4::~TBBitmapGL4() {
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// Must flush and unbind before we delete the texture
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renderer_->FlushBitmap(this);
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glMakeTextureHandleNonResidentARB(gpu_handle_);
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glDeleteTextures(1, &handle_);
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}
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bool TBRendererGL4::TBBitmapGL4::Init(int width, int height, uint32_t* data) {
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assert(width == TBGetNearestPowerOfTwo(width));
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assert(height == TBGetNearestPowerOfTwo(height));
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width_ = width;
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height_ = height;
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glCreateTextures(GL_TEXTURE_2D, 1, &handle_);
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glTextureParameteri(handle_, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTextureParameteri(handle_, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTextureParameteri(handle_, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTextureParameteri(handle_, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTextureStorage2D(handle_, 1, GL_RGBA8, width_, height_);
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gpu_handle_ = glGetTextureHandleARB(handle_);
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glMakeTextureHandleResidentARB(gpu_handle_);
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SetData(data);
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return true;
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}
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void TBRendererGL4::TBBitmapGL4::SetData(uint32_t* data) {
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renderer_->FlushBitmap(this);
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glTextureSubImage2D(handle_, 0, 0, 0, width_, height_, GL_RGBA,
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GL_UNSIGNED_BYTE, data);
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}
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TBRendererGL4::TBRendererGL4()
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: vertex_buffer_(VERTEX_BATCH_SIZE * sizeof(Vertex)) {}
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TBRendererGL4::~TBRendererGL4() {
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vertex_buffer_.Shutdown();
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glDeleteVertexArrays(1, &vao_);
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glDeleteProgram(program_);
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}
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std::unique_ptr<TBRendererGL4> TBRendererGL4::Create() {
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auto renderer = std::make_unique<TBRendererGL4>();
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if (!renderer->Initialize()) {
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XELOGE("Failed to initialize TurboBadger GL4 renderer");
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return nullptr;
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}
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return renderer;
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}
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bool TBRendererGL4::Initialize() {
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if (!vertex_buffer_.Initialize()) {
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XELOGE("Failed to initialize circular buffer");
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return false;
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}
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const std::string header =
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"\n\
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#version 450 \n\
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#extension GL_ARB_bindless_texture : require \n\
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#extension GL_ARB_explicit_uniform_location : require \n\
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#extension GL_ARB_shading_language_420pack : require \n\
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precision highp float; \n\
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precision highp int; \n\
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layout(std140, column_major) uniform; \n\
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layout(std430, column_major) buffer; \n\
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";
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const std::string vertex_shader_source = header +
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"\n\
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layout(location = 0) uniform mat4 projection_matrix; \n\
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layout(location = 0) in vec2 in_pos; \n\
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layout(location = 1) in vec4 in_color; \n\
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layout(location = 2) in vec2 in_uv; \n\
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layout(location = 0) out vec4 vtx_color; \n\
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layout(location = 1) out vec2 vtx_uv; \n\
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void main() { \n\
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gl_Position = projection_matrix * vec4(in_pos.xy, 0.0, 1.0); \n\
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vtx_color = in_color; \n\
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vtx_uv = in_uv; \n\
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} \n\
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";
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const std::string fragment_shader_source = header +
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"\n\
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layout(location = 1, bindless_sampler) uniform sampler2D texture_sampler; \n\
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layout(location = 2) uniform float texture_mix; \n\
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layout(location = 0) in vec4 vtx_color; \n\
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layout(location = 1) in vec2 vtx_uv; \n\
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layout(location = 0) out vec4 oC; \n\
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void main() { \n\
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oC = vtx_color; \n\
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if (texture_mix > 0.0) { \n\
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vec4 color = texture(texture_sampler, vtx_uv); \n\
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oC *= color.rgba; \n\
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} \n\
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} \n\
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";
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GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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const char* vertex_shader_source_ptr = vertex_shader_source.c_str();
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GLint vertex_shader_source_length = GLint(vertex_shader_source.size());
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glShaderSource(vertex_shader, 1, &vertex_shader_source_ptr,
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&vertex_shader_source_length);
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glCompileShader(vertex_shader);
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GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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const char* fragment_shader_source_ptr = fragment_shader_source.c_str();
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GLint fragment_shader_source_length = GLint(fragment_shader_source.size());
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glShaderSource(fragment_shader, 1, &fragment_shader_source_ptr,
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&fragment_shader_source_length);
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glCompileShader(fragment_shader);
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program_ = glCreateProgram();
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glAttachShader(program_, vertex_shader);
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glAttachShader(program_, fragment_shader);
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glLinkProgram(program_);
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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glCreateVertexArrays(1, &vao_);
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glEnableVertexArrayAttrib(vao_, 0);
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glVertexArrayAttribBinding(vao_, 0, 0);
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glVertexArrayAttribFormat(vao_, 0, 2, GL_FLOAT, GL_FALSE,
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offsetof(Vertex, x));
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glEnableVertexArrayAttrib(vao_, 1);
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glVertexArrayAttribBinding(vao_, 1, 0);
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glVertexArrayAttribFormat(vao_, 1, 4, GL_UNSIGNED_BYTE, GL_TRUE,
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offsetof(Vertex, col));
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glEnableVertexArrayAttrib(vao_, 2);
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glVertexArrayAttribBinding(vao_, 2, 0);
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glVertexArrayAttribFormat(vao_, 2, 2, GL_FLOAT, GL_FALSE,
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offsetof(Vertex, u));
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glVertexArrayVertexBuffer(vao_, 0, vertex_buffer_.handle(), 0,
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sizeof(Vertex));
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return true;
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}
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TBBitmap* TBRendererGL4::CreateBitmap(int width, int height, uint32_t* data) {
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auto bitmap = std::make_unique<TBBitmapGL4>(this);
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if (!bitmap->Init(width, height, data)) {
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return nullptr;
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}
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return bitmap.release();
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}
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void TBRendererGL4::SetClipRect(const TBRect& rect) {
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Flush();
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glScissor(m_clip_rect.x, m_screen_rect.h - (m_clip_rect.y + m_clip_rect.h),
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m_clip_rect.w, m_clip_rect.h);
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}
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void TBRendererGL4::BeginPaint(int render_target_w, int render_target_h) {
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TBRendererBatcher::BeginPaint(render_target_w, render_target_h);
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glEnablei(GL_BLEND, 0);
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glBlendFunci(0, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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glEnable(GL_SCISSOR_TEST);
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glViewport(0, 0, render_target_w, render_target_h);
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glScissor(0, 0, render_target_w, render_target_h);
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float left = 0.0f;
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float right = float(render_target_w);
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float bottom = float(render_target_h);
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float top = 0.0f;
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float z_near = -1.0f;
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float z_far = 1.0f;
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float projection[16] = {0};
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projection[0] = 2.0f / (right - left);
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projection[5] = 2.0f / (top - bottom);
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projection[10] = -2.0f / (z_far - z_near);
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projection[12] = -(right + left) / (right - left);
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projection[13] = -(top + bottom) / (top - bottom);
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projection[14] = -(z_far + z_near) / (z_far - z_near);
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projection[15] = 1.0f;
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glProgramUniformMatrix4fv(program_, 0, 1, GL_FALSE, projection);
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current_bitmap_ = nullptr;
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glUseProgram(program_);
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glBindVertexArray(vao_);
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}
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void TBRendererGL4::EndPaint() {
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TBRendererBatcher::EndPaint();
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Flush();
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glUseProgram(0);
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glBindVertexArray(0);
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}
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void TBRendererGL4::Flush() {
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if (!draw_command_count_) {
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return;
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}
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vertex_buffer_.Flush();
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for (size_t i = 0; i < draw_command_count_; ++i) {
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glDrawArrays(draw_commands_[i].prim_type,
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GLint(draw_commands_[i].vertex_offset),
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GLsizei(draw_commands_[i].vertex_count));
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}
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draw_command_count_ = 0;
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// TODO(benvanik): don't finish here.
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vertex_buffer_.WaitUntilClean();
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}
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void TBRendererGL4::RenderBatch(Batch* batch) {
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auto bitmap = static_cast<TBBitmapGL4*>(batch->bitmap);
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if (bitmap != current_bitmap_) {
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current_bitmap_ = bitmap;
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Flush();
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glProgramUniformHandleui64ARB(program_, 1,
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bitmap ? bitmap->gpu_handle_ : 0);
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glProgramUniform1f(program_, 2, bitmap ? 1.0f : 0.0f);
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}
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if (draw_command_count_ + 1 > kMaxCommands) {
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Flush();
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}
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size_t total_length = sizeof(Vertex) * batch->vertex_count;
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if (!vertex_buffer_.CanAcquire(total_length)) {
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Flush();
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}
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auto allocation = vertex_buffer_.Acquire(total_length);
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// TODO(benvanik): custom batcher that lets us use the ringbuffer memory
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// without a copy.
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std::memcpy(allocation.host_ptr, batch->vertex, total_length);
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if (draw_command_count_ &&
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draw_commands_[draw_command_count_ - 1].prim_type == GL_TRIANGLES) {
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// Coalesce.
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assert_always("haven't seen this yet");
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auto& prev_command = draw_commands_[draw_command_count_ - 1];
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prev_command.vertex_count += batch->vertex_count;
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} else {
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auto& command = draw_commands_[draw_command_count_++];
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command.prim_type = GL_TRIANGLES;
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command.vertex_offset = allocation.offset / sizeof(Vertex);
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command.vertex_count = batch->vertex_count;
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}
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vertex_buffer_.Commit(std::move(allocation));
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}
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} // namespace ui
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} // namespace debug
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} // namespace xe
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