mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-12-23 05:53:40 +00:00
[client] renderer interface improvements and use gl lists for opengl
This commit is contained in:
parent
fcfea1b65d
commit
0ad1f21ffb
@ -65,8 +65,8 @@ typedef const char * (* LG_RendererGetName )();
|
||||
typedef bool (* LG_RendererInitialize )(void ** opaque, const LG_RendererParams params, const LG_RendererFormat format);
|
||||
typedef void (* LG_RendererDeInitialize)(void * opaque);
|
||||
typedef bool (* LG_RendererIsCompatible)(void * opaque, const LG_RendererFormat format);
|
||||
typedef void (* LG_RendererOnResize )(void * opaque, const int width, const int height);
|
||||
typedef bool (* LG_RendererRender )(void * opaque, const LG_RendererRect destRect, const uint8_t * data, bool resample);
|
||||
typedef void (* LG_RendererOnResize )(void * opaque, const int width, const int height, const LG_RendererRect destRect);
|
||||
typedef bool (* LG_RendererRender )(void * opaque, const uint8_t * data, bool resample);
|
||||
|
||||
typedef struct LG_Renderer
|
||||
{
|
||||
|
@ -136,7 +136,7 @@ inline void updatePositionInfo()
|
||||
state.scaleY = (float)state.srcSize.x / (float)state.dstRect.w;
|
||||
|
||||
if (state.lgr)
|
||||
state.lgr->on_resize(state.lgrData, w, h);
|
||||
state.lgr->on_resize(state.lgrData, w, h, state.dstRect);
|
||||
}
|
||||
|
||||
int renderThread(void * unused)
|
||||
@ -303,7 +303,6 @@ int renderThread(void * unused)
|
||||
|
||||
if (!state.lgr->render(
|
||||
state.lgrData,
|
||||
state.dstRect,
|
||||
(uint8_t *)state.shm + header.dataPos,
|
||||
params.useMipmap
|
||||
))
|
||||
@ -612,11 +611,6 @@ int run()
|
||||
FcPatternDestroy(pat);
|
||||
}
|
||||
|
||||
// while this is related to opengl, it must happen before the window is created
|
||||
// as such it can not be part of the opengl renderer
|
||||
if (!params.vsync)
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
|
||||
|
||||
state.window = SDL_CreateWindow(
|
||||
"Looking Glass (Client)",
|
||||
params.center ? SDL_WINDOWPOS_CENTERED : params.x,
|
||||
|
@ -15,6 +15,7 @@ struct LGR_Basic
|
||||
size_t dataWidth;
|
||||
SDL_Renderer * renderer;
|
||||
SDL_Texture * texture;
|
||||
SDL_Rect destRect;
|
||||
};
|
||||
|
||||
const char * lgr_basic_get_name()
|
||||
@ -110,14 +111,19 @@ bool lgr_basic_is_compatible(void * opaque, const LG_RendererFormat format)
|
||||
return (memcmp(&this->format, &format, sizeof(LG_RendererFormat)) == 0);
|
||||
}
|
||||
|
||||
void lgr_basic_on_resize(void * opaque, const int width, const int height)
|
||||
void lgr_basic_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect)
|
||||
{
|
||||
const struct LGR_Basic * this = (struct LGR_Basic *)opaque;
|
||||
struct LGR_Basic * this = (struct LGR_Basic *)opaque;
|
||||
if (!this || !this->initialized)
|
||||
return;
|
||||
|
||||
this->destRect.x = destRect.x;
|
||||
this->destRect.y = destRect.y;
|
||||
this->destRect.w = destRect.w;
|
||||
this->destRect.h = destRect.h;
|
||||
}
|
||||
|
||||
bool lgr_basic_render(void * opaque, const LG_RendererRect destRect, const uint8_t * data, bool resample)
|
||||
bool lgr_basic_render(void * opaque, const uint8_t * data, bool resample)
|
||||
{
|
||||
struct LGR_Basic * this = (struct LGR_Basic *)opaque;
|
||||
if (!this || !this->initialized)
|
||||
@ -144,14 +150,8 @@ bool lgr_basic_render(void * opaque, const LG_RendererRect destRect, const uint8
|
||||
}
|
||||
}
|
||||
|
||||
SDL_Rect rect;
|
||||
rect.x = destRect.x;
|
||||
rect.y = destRect.y;
|
||||
rect.w = destRect.w;
|
||||
rect.h = destRect.h;
|
||||
|
||||
SDL_UnlockTexture(this->texture);
|
||||
SDL_RenderCopy(this->renderer, this->texture, NULL, &rect);
|
||||
SDL_RenderCopy(this->renderer, this->texture, NULL, &this->destRect);
|
||||
SDL_RenderPresent(this->renderer);
|
||||
|
||||
return true;
|
||||
|
@ -37,6 +37,9 @@ struct LGR_OpenGL
|
||||
GLuint vboID[VBO_BUFFERS];
|
||||
uint8_t * texPixels[VBO_BUFFERS];
|
||||
int texIndex;
|
||||
int texList;
|
||||
int fpsList;
|
||||
LG_RendererRect destRect;
|
||||
|
||||
bool hasTextures;
|
||||
GLuint vboTex[VBO_BUFFERS + 1]; // extra texture for FPS
|
||||
@ -49,7 +52,7 @@ struct LGR_OpenGL
|
||||
SDL_Rect fpsRect;
|
||||
};
|
||||
|
||||
void lgr_opengl_on_resize(void * opaque, const int width, const int height);
|
||||
void lgr_opengl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect);
|
||||
|
||||
bool lgr_opengl_check_error(const char * name)
|
||||
{
|
||||
@ -139,6 +142,10 @@ bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, const
|
||||
// calculate the texture size in bytes
|
||||
this->texSize = format.height * format.pitch;
|
||||
|
||||
// generate lists for drawing
|
||||
this->texList = glGenLists(2);
|
||||
this->fpsList = glGenLists(1);
|
||||
|
||||
// generate the pixel unpack buffers
|
||||
glGenBuffers(VBO_BUFFERS, this->vboID);
|
||||
if (lgr_opengl_check_error("glGenBuffers"))
|
||||
@ -239,7 +246,7 @@ bool lgr_opengl_is_compatible(void * opaque, const LG_RendererFormat format)
|
||||
return (memcmp(&this->format, &format, sizeof(LG_RendererFormat)) == 0);
|
||||
}
|
||||
|
||||
void lgr_opengl_on_resize(void * opaque, const int width, const int height)
|
||||
void lgr_opengl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect)
|
||||
{
|
||||
struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
|
||||
if (!this || !this->initialized)
|
||||
@ -247,10 +254,12 @@ void lgr_opengl_on_resize(void * opaque, const int width, const int height)
|
||||
|
||||
this->params.width = width;
|
||||
this->params.height = height;
|
||||
memcpy(&this->destRect, &destRect, sizeof(LG_RendererRect));
|
||||
|
||||
this->resizeWindow = true;
|
||||
}
|
||||
|
||||
bool lgr_opengl_render(void * opaque, const LG_RendererRect destRect, const uint8_t * data, bool resample)
|
||||
bool lgr_opengl_render(void * opaque, const uint8_t * data, bool resample)
|
||||
{
|
||||
struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
|
||||
if (!this || !this->initialized)
|
||||
@ -270,11 +279,26 @@ bool lgr_opengl_render(void * opaque, const LG_RendererRect destRect, const uint
|
||||
glLoadIdentity();
|
||||
gluOrtho2D(0, this->params.width, this->params.height, 0);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
this->resizeWindow = false;
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
DEBUG_INFO("resize");
|
||||
for(int i = 0; i < VBO_BUFFERS; ++i)
|
||||
{
|
||||
glNewList(this->texList + i, GL_COMPILE);
|
||||
glBindTexture(GL_TEXTURE_2D, this->vboTex[i]);
|
||||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glBegin(GL_TRIANGLE_STRIP);
|
||||
glTexCoord2f(0.0f, 0.0f); glVertex2i(this->destRect.x , this->destRect.y );
|
||||
glTexCoord2f(1.0f, 0.0f); glVertex2i(this->destRect.x + this->destRect.w, this->destRect.y );
|
||||
glTexCoord2f(0.0f, 1.0f); glVertex2i(this->destRect.x , this->destRect.y + this->destRect.h);
|
||||
glTexCoord2f(1.0f, 1.0f); glVertex2i(this->destRect.x + this->destRect.w, this->destRect.y + this->destRect.h);
|
||||
glEnd();
|
||||
glEndList();
|
||||
}
|
||||
|
||||
this->resizeWindow = false;
|
||||
}
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
if (this->params.showFPS && this->renderTime > 1e9)
|
||||
{
|
||||
char str[128];
|
||||
@ -289,8 +313,8 @@ bool lgr_opengl_render(void * opaque, const LG_RendererRect destRect, const uint
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D , this->vboTex[VBO_BUFFERS]);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, textSurface->w );
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, textSurface->w );
|
||||
glTexImage2D(
|
||||
GL_TEXTURE_2D,
|
||||
0,
|
||||
@ -320,6 +344,29 @@ bool lgr_opengl_render(void * opaque, const LG_RendererRect destRect, const uint
|
||||
this->renderTime = 0;
|
||||
this->frameCount = 0;
|
||||
this->fpsTexture = true;
|
||||
|
||||
glNewList(this->fpsList, GL_COMPILE);
|
||||
glEnable(GL_BLEND);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glColor4f(0.0f, 0.0f, 1.0f, 0.5f);
|
||||
glBegin(GL_TRIANGLE_STRIP);
|
||||
glVertex2i(this->fpsRect.x , this->fpsRect.y );
|
||||
glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
|
||||
glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
|
||||
glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
|
||||
glEnd();
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, this->vboTex[VBO_BUFFERS]);
|
||||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glBegin(GL_TRIANGLE_STRIP);
|
||||
glTexCoord2f(0.0f , 0.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y );
|
||||
glTexCoord2f(1.0f , 0.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
|
||||
glTexCoord2f(0.0f , 1.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
|
||||
glTexCoord2f(1.0f, 1.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
|
||||
glEnd();
|
||||
glDisable(GL_BLEND);
|
||||
glEndList();
|
||||
}
|
||||
|
||||
// copy the buffer to the texture
|
||||
@ -333,19 +380,6 @@ bool lgr_opengl_render(void * opaque, const LG_RendererRect destRect, const uint
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH , this->format.width );
|
||||
|
||||
// wait until the last frame has been presented
|
||||
glFlush();
|
||||
uint count;
|
||||
glXGetVideoSyncSGI(&count);
|
||||
if (this->gpuFrameCount == count)
|
||||
{
|
||||
uint remainder;
|
||||
glXWaitVideoSyncSGI(count, 1, &remainder);
|
||||
this->gpuFrameCount = count + 1;
|
||||
}
|
||||
else
|
||||
this->gpuFrameCount = count;
|
||||
|
||||
// update the texture
|
||||
glTexSubImage2D(
|
||||
GL_TEXTURE_2D,
|
||||
@ -359,8 +393,8 @@ bool lgr_opengl_render(void * opaque, const LG_RendererRect destRect, const uint
|
||||
);
|
||||
|
||||
const bool mipmap = resample && (
|
||||
(this->format.width > destRect.w) ||
|
||||
(this->format.height > destRect.h));
|
||||
(this->format.width > this->destRect.w) ||
|
||||
(this->format.height > this->destRect.h));
|
||||
|
||||
// unbind the buffer
|
||||
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
||||
@ -381,42 +415,27 @@ bool lgr_opengl_render(void * opaque, const LG_RendererRect destRect, const uint
|
||||
}
|
||||
|
||||
// draw the screen
|
||||
glBindTexture(GL_TEXTURE_2D, this->vboTex[this->texIndex]);
|
||||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glBegin(GL_TRIANGLE_STRIP);
|
||||
glTexCoord2f(0.0f, 0.0f); glVertex2i(destRect.x , destRect.y );
|
||||
glTexCoord2f(1.0f, 0.0f); glVertex2i(destRect.x + destRect.w, destRect.y );
|
||||
glTexCoord2f(0.0f, 1.0f); glVertex2i(destRect.x , destRect.y + destRect.h);
|
||||
glTexCoord2f(1.0f, 1.0f); glVertex2i(destRect.x + destRect.w, destRect.y + destRect.h);
|
||||
glEnd();
|
||||
glCallList(this->texList + this->texIndex);
|
||||
|
||||
if (this->fpsTexture)
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glColor4f(0.0f, 0.0f, 1.0f, 0.5f);
|
||||
glBegin(GL_TRIANGLE_STRIP);
|
||||
glVertex2i(this->fpsRect.x , this->fpsRect.y );
|
||||
glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
|
||||
glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
|
||||
glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
|
||||
glEnd();
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, this->vboTex[VBO_BUFFERS]);
|
||||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glBegin(GL_TRIANGLE_STRIP);
|
||||
glTexCoord2f(0.0f , 0.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y );
|
||||
glTexCoord2f(1.0f , 0.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
|
||||
glTexCoord2f(0.0f , 1.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
|
||||
glTexCoord2f(1.0f, 1.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
|
||||
glEnd();
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
glCallList(this->fpsList);
|
||||
|
||||
++this->frameCount;
|
||||
if (this->params.vsync)
|
||||
SDL_GL_SwapWindow(this->params.window);
|
||||
SDL_GL_SwapWindow(this->params.window);
|
||||
glFlush();
|
||||
|
||||
// wait until the frame has been presented, this is to avoid the video card
|
||||
// buffering frames, we would rather skip a frame then fall behind the guest
|
||||
uint count;
|
||||
glXGetVideoSyncSGI(&count);
|
||||
if (this->gpuFrameCount == count)
|
||||
{
|
||||
uint remainder;
|
||||
glXWaitVideoSyncSGI(count, 1, &remainder);
|
||||
this->gpuFrameCount = count + 1;
|
||||
}
|
||||
else
|
||||
this->gpuFrameCount = count;
|
||||
|
||||
const uint64_t t = nanotime();
|
||||
this->renderTime += t - this->lastFrameTime;
|
||||
|
Loading…
Reference in New Issue
Block a user