mirror of
https://github.com/gnif/LookingGlass.git
synced 2025-08-05 18:24:08 +00:00
[client] move remaining opengl code into the opengl renderer
This commit is contained in:
@@ -34,6 +34,17 @@ bool lgr_basic_initialize(void ** opaque, const LG_RendererParams params, const
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memset(*opaque, 0, sizeof(struct LGR_Basic));
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struct LGR_Basic * this = (struct LGR_Basic *)*opaque;
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this->renderer = SDL_CreateRenderer(params.window, -1,
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SDL_RENDERER_ACCELERATED |
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(params.vsync ? SDL_RENDERER_PRESENTVSYNC : 0)
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);
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if (!this->renderer)
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{
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DEBUG_ERROR("Failed to create renderer");
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return false;
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}
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Uint32 sdlFormat;
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switch(format.bpp)
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{
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@@ -55,7 +66,7 @@ bool lgr_basic_initialize(void ** opaque, const LG_RendererParams params, const
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// create the target texture
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this->texture = SDL_CreateTexture(
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params.renderer,
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this->renderer,
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sdlFormat,
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SDL_TEXTUREACCESS_STREAMING,
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format.width,
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@@ -70,7 +81,6 @@ bool lgr_basic_initialize(void ** opaque, const LG_RendererParams params, const
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memcpy(&this->format, &format, sizeof(LG_RendererFormat));
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this->renderer = params.renderer;
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this->dataWidth = this->format.width * (this->format.bpp / 8);
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this->initialized = true;
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return true;
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@@ -85,6 +95,9 @@ void lgr_basic_deinitialize(void * opaque)
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if (this->texture)
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SDL_DestroyTexture(this->texture);
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if (this->renderer)
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SDL_DestroyRenderer(this->renderer);
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free(this);
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}
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@@ -1,6 +1,9 @@
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#include "lg-renderer.h"
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#include <stdint.h>
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#include <stdbool.h>
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#include <unistd.h>
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#include <SDL_ttf.h>
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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@@ -8,26 +11,45 @@
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#include "debug.h"
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#include "memcpySSE.h"
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#include "utils.h"
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// limit the FPS when sync is turned off
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#define FPS_LIMIT 240
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#define VBO_BUFFERS 2
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struct LGR_OpenGL
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{
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LG_RendererParams params;
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bool initialized;
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SDL_GLContext glContext;
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bool resizeWindow;
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LG_RendererFormat format;
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GLuint intFormat;
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GLuint vboFormat;
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size_t texSize;
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uint64_t presentTime;
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uint64_t drawStart;
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bool hasBuffers;
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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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bool hasTextures;
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GLuint vboTex[VBO_BUFFERS];
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GLuint vboTex[VBO_BUFFERS + 1]; // extra texture for FPS
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bool fpsTexture;
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uint64_t lastFrameTime;
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uint64_t renderTime;
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uint64_t frameCount;
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SDL_Rect fpsRect;
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};
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uint64_t lgr_opengl_benchmark();
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void lgr_opengl_on_resize(void * opaque, const int width, const int height);
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bool lgr_opengl_check_error(const char * name)
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{
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GLenum error = glGetError();
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@@ -46,15 +68,6 @@ const char * lgr_opengl_get_name()
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bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, const LG_RendererFormat format)
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{
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// check if the GPU supports GL_ARB_buffer_storage first
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// there is no advantage to this renderer if it is not present.
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const GLubyte * extensions = glGetString(GL_EXTENSIONS);
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if (!gluCheckExtension((const GLubyte *)"GL_ARB_buffer_storage", extensions))
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{
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DEBUG_INFO("The GPU doesn't support GL_ARB_buffer_storage");
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return false;
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}
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// create our local storage
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*opaque = malloc(sizeof(struct LGR_OpenGL));
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if (!*opaque)
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@@ -64,6 +77,38 @@ bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, const
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}
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memset(*opaque, 0, sizeof(struct LGR_OpenGL));
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struct LGR_OpenGL * this = (struct LGR_OpenGL *)*opaque;
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memcpy(&this->params, ¶ms, sizeof(LG_RendererParams));
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this->glContext = SDL_GL_CreateContext(params.window);
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if (!this->glContext)
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{
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DEBUG_ERROR("Failed to create the OpenGL context");
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return false;
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}
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if (SDL_GL_MakeCurrent(params.window, this->glContext) != 0)
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{
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DEBUG_ERROR("Failed to make the GL context current");
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return false;
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}
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if (params.vsync)
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{
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// try for dynamic vsync first
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if (!SDL_GL_SetSwapInterval(-1))
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SDL_GL_SetSwapInterval(1);
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}
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else
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SDL_GL_SetSwapInterval(0);
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// check if the GPU supports GL_ARB_buffer_storage first
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// there is no advantage to this renderer if it is not present.
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const GLubyte * extensions = glGetString(GL_EXTENSIONS);
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if (!gluCheckExtension((const GLubyte *)"GL_ARB_buffer_storage", extensions))
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{
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DEBUG_INFO("The GPU doesn't support GL_ARB_buffer_storage");
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return false;
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}
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// assume 24 and 32 bit formats are RGB and RGBA
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switch(format.bpp)
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@@ -118,7 +163,7 @@ bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, const
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}
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// create the textures
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glGenTextures(VBO_BUFFERS, this->vboTex);
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glGenTextures(VBO_BUFFERS + (params.showFPS ? 1 : 0), this->vboTex);
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if (lgr_opengl_check_error("glGenTextures"))
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return false;
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this->hasTextures = true;
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@@ -146,6 +191,13 @@ bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, const
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}
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_COLOR_MATERIAL);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_ADD);
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this->resizeWindow = true;
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this->presentTime = lgr_opengl_benchmark(this);
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this->drawStart = nanotime();
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// copy the format into the local storage
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memcpy(&this->format, &format, sizeof(LG_RendererFormat));
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@@ -153,6 +205,29 @@ bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, const
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return true;
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}
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uint64_t lgr_opengl_benchmark(struct LGR_OpenGL * this)
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{
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glFinish();
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// time 20 iterations and compute the average
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const uint64_t start = nanotime();
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for(int i = 0; i < 20; ++i)
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{
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SDL_GL_SwapWindow(this->params.window);
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glFinish();
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}
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const uint64_t t = (nanotime() - start) / 20;
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DEBUG_INFO("detected: %lu (%f Hz)", t, 1e9f / t);
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if (t < 2e6)
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{
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DEBUG_INFO("present time too low, setting framerate limit to %d Hz", FPS_LIMIT);
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return ceil(((double)1e9/(double)FPS_LIMIT));
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}
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return t;
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}
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void lgr_opengl_deinitialize(void * opaque)
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{
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struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
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@@ -165,6 +240,9 @@ void lgr_opengl_deinitialize(void * opaque)
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if (this->hasBuffers)
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glDeleteBuffers(VBO_BUFFERS, this->vboID);
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if (this->glContext)
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SDL_GL_DeleteContext(this->glContext);
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free(this);
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}
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@@ -177,13 +255,41 @@ 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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{
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struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
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if (!this || !this->initialized)
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return;
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this->params.width = width;
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this->params.height = height;
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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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{
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struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
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if (!this || !this->initialized)
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return false;
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glClear(GL_COLOR_BUFFER_BIT);
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if (SDL_GL_MakeCurrent(this->params.window, this->glContext) != 0)
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{
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DEBUG_ERROR("Failed to make the GL context current");
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return false;
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}
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if (this->resizeWindow)
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{
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// setup the projection matrix
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glViewport(0, 0, this->params.width, this->params.height);
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glMatrixMode(GL_PROJECTION);
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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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}
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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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@@ -228,17 +334,123 @@ bool lgr_opengl_render(void * opaque, const LG_RendererRect destRect, const uint
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}
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// draw the screen
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glEnable(GL_TEXTURE_2D);
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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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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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if (this->params.showFPS)
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{
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if (this->renderTime > 1e9)
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{
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char str[128];
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const float avgFPS = 1000.0f / (((float)this->renderTime / this->frameCount) / 1e6f);
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snprintf(str, sizeof(str), "FPS: %8.4f", avgFPS);
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SDL_Color color = {0xff, 0xff, 0xff};
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SDL_Surface *textSurface = NULL;
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if (!(textSurface = TTF_RenderText_Blended(this->params.font, str, color)))
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{
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DEBUG_ERROR("Failed to render text");
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return false;
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}
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glBindTexture(GL_TEXTURE_2D , this->vboTex[2]);
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glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
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glPixelStorei(GL_UNPACK_ROW_LENGTH, textSurface->w );
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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textSurface->format->BytesPerPixel,
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textSurface->w,
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textSurface->h,
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0,
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GL_BGRA,
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GL_UNSIGNED_BYTE,
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textSurface->pixels
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);
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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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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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glBindTexture(GL_TEXTURE_2D, 0);
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this->fpsRect.x = 5;
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this->fpsRect.y = 5;
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this->fpsRect.w = textSurface->w;
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this->fpsRect.h = textSurface->h;
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SDL_FreeSurface(textSurface);
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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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if (this->fpsTexture)
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{
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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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glBegin(GL_TRIANGLE_STRIP);
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glVertex2i(this->fpsRect.x , this->fpsRect.y );
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glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
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glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
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glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
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glEnd();
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, this->vboTex[2]);
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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->fpsRect.x , this->fpsRect.y );
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glTexCoord2f(1.0f , 0.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
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glTexCoord2f(0.0f , 1.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
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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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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_BLEND);
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}
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}
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glFlush();
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// sleep for the remainder of the presentation time
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{
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const uint64_t t = nanotime();
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const uint64_t drawTime = t - this->drawStart;
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if (drawTime < this->presentTime)
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{
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const uint64_t delta = (this->presentTime - drawTime);
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if (delta > 1e5)
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usleep((delta - 1e5) / 1e3);
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if (!this->params.vsync)
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{
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// poll for the final microsecond
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const uint64_t target = t + delta;
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while(nanotime() <= target) {}
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}
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}
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// ensure buffers are flushed
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glFinish();
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this->drawStart = nanotime();
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}
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SDL_GL_SwapWindow(this->params.window);
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++this->frameCount;
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const uint64_t t = nanotime();
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this->renderTime += t - this->lastFrameTime;
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this->lastFrameTime = t;
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if (++this->texIndex == VBO_BUFFERS)
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this->texIndex = 0;
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@@ -251,5 +463,6 @@ const LG_Renderer LGR_OpenGL =
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.initialize = lgr_opengl_initialize,
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.deinitialize = lgr_opengl_deinitialize,
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.is_compatible = lgr_opengl_is_compatible,
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.on_resize = lgr_opengl_on_resize,
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.render = lgr_opengl_render
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};
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