mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-22 05:27:20 +00:00
[client] renderer interface improvements and use gl lists for opengl
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fcfea1b65d
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@ -65,8 +65,8 @@ typedef const char * (* LG_RendererGetName )();
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typedef bool (* LG_RendererInitialize )(void ** opaque, const LG_RendererParams params, const LG_RendererFormat format);
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typedef void (* LG_RendererDeInitialize)(void * opaque);
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typedef bool (* LG_RendererIsCompatible)(void * opaque, const LG_RendererFormat format);
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typedef void (* LG_RendererOnResize )(void * opaque, const int width, const int height);
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typedef bool (* LG_RendererRender )(void * opaque, const LG_RendererRect destRect, const uint8_t * data, bool resample);
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typedef void (* LG_RendererOnResize )(void * opaque, const int width, const int height, const LG_RendererRect destRect);
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typedef bool (* LG_RendererRender )(void * opaque, const uint8_t * data, bool resample);
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typedef struct LG_Renderer
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{
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@ -136,7 +136,7 @@ inline void updatePositionInfo()
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state.scaleY = (float)state.srcSize.x / (float)state.dstRect.w;
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if (state.lgr)
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state.lgr->on_resize(state.lgrData, w, h);
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state.lgr->on_resize(state.lgrData, w, h, state.dstRect);
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}
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int renderThread(void * unused)
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@ -303,7 +303,6 @@ int renderThread(void * unused)
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if (!state.lgr->render(
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state.lgrData,
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state.dstRect,
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(uint8_t *)state.shm + header.dataPos,
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params.useMipmap
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))
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@ -612,11 +611,6 @@ int run()
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FcPatternDestroy(pat);
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}
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// while this is related to opengl, it must happen before the window is created
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// as such it can not be part of the opengl renderer
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if (!params.vsync)
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
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state.window = SDL_CreateWindow(
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"Looking Glass (Client)",
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params.center ? SDL_WINDOWPOS_CENTERED : params.x,
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@ -15,6 +15,7 @@ struct LGR_Basic
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size_t dataWidth;
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SDL_Renderer * renderer;
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SDL_Texture * texture;
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SDL_Rect destRect;
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};
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const char * lgr_basic_get_name()
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@ -110,14 +111,19 @@ bool lgr_basic_is_compatible(void * opaque, const LG_RendererFormat format)
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return (memcmp(&this->format, &format, sizeof(LG_RendererFormat)) == 0);
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}
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void lgr_basic_on_resize(void * opaque, const int width, const int height)
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void lgr_basic_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect)
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{
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const struct LGR_Basic * this = (struct LGR_Basic *)opaque;
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struct LGR_Basic * this = (struct LGR_Basic *)opaque;
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if (!this || !this->initialized)
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return;
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this->destRect.x = destRect.x;
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this->destRect.y = destRect.y;
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this->destRect.w = destRect.w;
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this->destRect.h = destRect.h;
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}
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bool lgr_basic_render(void * opaque, const LG_RendererRect destRect, const uint8_t * data, bool resample)
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bool lgr_basic_render(void * opaque, const uint8_t * data, bool resample)
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{
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struct LGR_Basic * this = (struct LGR_Basic *)opaque;
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if (!this || !this->initialized)
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@ -144,14 +150,8 @@ bool lgr_basic_render(void * opaque, const LG_RendererRect destRect, const uint8
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}
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}
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SDL_Rect rect;
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rect.x = destRect.x;
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rect.y = destRect.y;
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rect.w = destRect.w;
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rect.h = destRect.h;
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SDL_UnlockTexture(this->texture);
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SDL_RenderCopy(this->renderer, this->texture, NULL, &rect);
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SDL_RenderCopy(this->renderer, this->texture, NULL, &this->destRect);
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SDL_RenderPresent(this->renderer);
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return true;
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@ -37,6 +37,9 @@ struct LGR_OpenGL
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GLuint vboID[VBO_BUFFERS];
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uint8_t * texPixels[VBO_BUFFERS];
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int texIndex;
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int texList;
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int fpsList;
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LG_RendererRect destRect;
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bool hasTextures;
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GLuint vboTex[VBO_BUFFERS + 1]; // extra texture for FPS
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@ -49,7 +52,7 @@ struct LGR_OpenGL
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SDL_Rect fpsRect;
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};
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void lgr_opengl_on_resize(void * opaque, const int width, const int height);
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void lgr_opengl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect);
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bool lgr_opengl_check_error(const char * name)
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{
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@ -139,6 +142,10 @@ bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, const
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// calculate the texture size in bytes
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this->texSize = format.height * format.pitch;
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// generate lists for drawing
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this->texList = glGenLists(2);
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this->fpsList = glGenLists(1);
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// generate the pixel unpack buffers
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glGenBuffers(VBO_BUFFERS, this->vboID);
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if (lgr_opengl_check_error("glGenBuffers"))
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@ -239,7 +246,7 @@ bool lgr_opengl_is_compatible(void * opaque, const LG_RendererFormat format)
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return (memcmp(&this->format, &format, sizeof(LG_RendererFormat)) == 0);
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}
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void lgr_opengl_on_resize(void * opaque, const int width, const int height)
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void lgr_opengl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect)
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{
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struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
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if (!this || !this->initialized)
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@ -247,10 +254,12 @@ void lgr_opengl_on_resize(void * opaque, const int width, const int height)
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this->params.width = width;
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this->params.height = height;
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memcpy(&this->destRect, &destRect, sizeof(LG_RendererRect));
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this->resizeWindow = true;
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}
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bool lgr_opengl_render(void * opaque, const LG_RendererRect destRect, const uint8_t * data, bool resample)
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bool lgr_opengl_render(void * opaque, const uint8_t * data, bool resample)
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{
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struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
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if (!this || !this->initialized)
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@ -270,11 +279,26 @@ bool lgr_opengl_render(void * opaque, const LG_RendererRect destRect, const uint
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glLoadIdentity();
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gluOrtho2D(0, this->params.width, this->params.height, 0);
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glMatrixMode(GL_MODELVIEW);
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this->resizeWindow = false;
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glClear(GL_COLOR_BUFFER_BIT);
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DEBUG_INFO("resize");
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for(int i = 0; i < VBO_BUFFERS; ++i)
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{
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glNewList(this->texList + i, GL_COMPILE);
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glBindTexture(GL_TEXTURE_2D, this->vboTex[i]);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f); glVertex2i(this->destRect.x , this->destRect.y );
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glTexCoord2f(1.0f, 0.0f); glVertex2i(this->destRect.x + this->destRect.w, this->destRect.y );
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glTexCoord2f(0.0f, 1.0f); glVertex2i(this->destRect.x , this->destRect.y + this->destRect.h);
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glTexCoord2f(1.0f, 1.0f); glVertex2i(this->destRect.x + this->destRect.w, this->destRect.y + this->destRect.h);
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glEnd();
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glEndList();
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}
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this->resizeWindow = false;
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}
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glClear(GL_COLOR_BUFFER_BIT);
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if (this->params.showFPS && this->renderTime > 1e9)
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{
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char str[128];
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@ -320,78 +344,8 @@ bool lgr_opengl_render(void * opaque, const LG_RendererRect destRect, const uint
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this->renderTime = 0;
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this->frameCount = 0;
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this->fpsTexture = true;
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}
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// copy the buffer to the texture
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memcpySSE(this->texPixels[this->texIndex], data, this->texSize);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[this->texIndex]);
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glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, this->texSize);
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// bind the texture and update it
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glBindTexture(GL_TEXTURE_2D , this->vboTex[this->texIndex]);
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glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
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glPixelStorei(GL_UNPACK_ROW_LENGTH , this->format.width );
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// wait until the last frame has been presented
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glFlush();
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uint count;
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glXGetVideoSyncSGI(&count);
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if (this->gpuFrameCount == count)
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{
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uint remainder;
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glXWaitVideoSyncSGI(count, 1, &remainder);
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this->gpuFrameCount = count + 1;
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}
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else
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this->gpuFrameCount = count;
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// update the texture
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glTexSubImage2D(
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GL_TEXTURE_2D,
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0,
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0, 0,
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this->format.width ,
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this->format.height,
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this->vboFormat,
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GL_UNSIGNED_BYTE,
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(void*)0
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);
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const bool mipmap = resample && (
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(this->format.width > destRect.w) ||
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(this->format.height > destRect.h));
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// unbind the buffer
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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// configure the texture
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (mipmap)
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{
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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}
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else
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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// draw the screen
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glBindTexture(GL_TEXTURE_2D, this->vboTex[this->texIndex]);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f); glVertex2i(destRect.x , destRect.y );
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glTexCoord2f(1.0f, 0.0f); glVertex2i(destRect.x + destRect.w, destRect.y );
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glTexCoord2f(0.0f, 1.0f); glVertex2i(destRect.x , destRect.y + destRect.h);
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glTexCoord2f(1.0f, 1.0f); glVertex2i(destRect.x + destRect.w, destRect.y + destRect.h);
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glEnd();
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if (this->fpsTexture)
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{
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glNewList(this->fpsList, GL_COMPILE);
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glEnable(GL_BLEND);
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glDisable(GL_TEXTURE_2D);
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glColor4f(0.0f, 0.0f, 1.0f, 0.5f);
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@ -412,11 +366,76 @@ bool lgr_opengl_render(void * opaque, const LG_RendererRect destRect, const uint
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glTexCoord2f(1.0f, 1.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
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glEnd();
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glDisable(GL_BLEND);
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glEndList();
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}
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// copy the buffer to the texture
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memcpySSE(this->texPixels[this->texIndex], data, this->texSize);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[this->texIndex]);
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glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, this->texSize);
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// bind the texture and update it
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glBindTexture(GL_TEXTURE_2D , this->vboTex[this->texIndex]);
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glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
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glPixelStorei(GL_UNPACK_ROW_LENGTH , this->format.width );
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// update the texture
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glTexSubImage2D(
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GL_TEXTURE_2D,
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0,
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0, 0,
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this->format.width ,
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this->format.height,
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this->vboFormat,
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GL_UNSIGNED_BYTE,
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(void*)0
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);
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const bool mipmap = resample && (
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(this->format.width > this->destRect.w) ||
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(this->format.height > this->destRect.h));
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// unbind the buffer
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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// configure the texture
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (mipmap)
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{
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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}
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else
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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// draw the screen
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glCallList(this->texList + this->texIndex);
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if (this->fpsTexture)
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glCallList(this->fpsList);
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++this->frameCount;
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if (this->params.vsync)
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SDL_GL_SwapWindow(this->params.window);
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glFlush();
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// wait until the frame has been presented, this is to avoid the video card
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// buffering frames, we would rather skip a frame then fall behind the guest
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uint count;
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glXGetVideoSyncSGI(&count);
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if (this->gpuFrameCount == count)
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{
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uint remainder;
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glXWaitVideoSyncSGI(count, 1, &remainder);
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this->gpuFrameCount = count + 1;
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}
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else
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this->gpuFrameCount = count;
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const uint64_t t = nanotime();
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this->renderTime += t - this->lastFrameTime;
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