mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-22 05:27:20 +00:00
[client] another try at better screen sync
This commit is contained in:
parent
81f4a7fade
commit
a7180a5609
@ -14,11 +14,12 @@
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#include "memcpySSE.h"
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#include "utils.h"
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#define VBO_BUFFERS 2
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#define BUFFER_COUNT 2
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#define FPS_TEXTURE (VBO_BUFFERS )
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#define MOUSE_TEXTURE (VBO_BUFFERS+1)
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#define TEXTURE_COUNT (VBO_BUFFERS+2)
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#define FRAME_TEXTURE 0
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#define FPS_TEXTURE 1
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#define MOUSE_TEXTURE 2
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#define TEXTURE_COUNT 3
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static PFNGLXGETVIDEOSYNCSGIPROC glXGetVideoSyncSGI = NULL;
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static PFNGLXWAITVIDEOSYNCSGIPROC glXWaitVideoSyncSGI = NULL;
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@ -38,13 +39,14 @@ struct LGR_OpenGL
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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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GLuint vboID[1];
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uint8_t * texPixels[BUFFER_COUNT];
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int texIndex;
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int texList;
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int fpsList;
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int mouseList;
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LG_RendererRect destRect;
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bool mipmap;
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bool hasTextures;
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GLuint textures[TEXTURE_COUNT];
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@ -59,8 +61,6 @@ struct LGR_OpenGL
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bool mouseUpdate;
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uint64_t lastMouseDraw;
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LG_RendererCursor mouseType;
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bool mouseRepair;
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SDL_Rect mouseRepairPos;
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bool mouseVisible;
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SDL_Rect mousePos;
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};
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@ -124,7 +124,7 @@ bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, const
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}
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}
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SDL_GL_SetSwapInterval(0);
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SDL_GL_SetSwapInterval(1);
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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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@ -157,40 +157,45 @@ bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, const
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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->texList = glGenLists(BUFFER_COUNT);
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this->fpsList = glGenLists(1);
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this->mouseList = glGenLists(1);
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// generate the pixel unpack buffers
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glGenBuffers(VBO_BUFFERS, this->vboID);
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glGenBuffers(1, this->vboID);
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if (lgr_opengl_check_error("glGenBuffers"))
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return false;
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this->hasBuffers = true;
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// persistant bind the buffers
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for (int i = 0; i < VBO_BUFFERS; ++i)
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{
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[i]);
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if (lgr_opengl_check_error("glBindBuffer"))
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return false;
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[0]);
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if (lgr_opengl_check_error("glBindBuffer"))
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return false;
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glBufferStorage(GL_PIXEL_UNPACK_BUFFER, this->texSize, 0, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
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if (lgr_opengl_check_error("glBufferStorage"))
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return false;
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glBufferStorage(
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GL_PIXEL_UNPACK_BUFFER,
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this->texSize * BUFFER_COUNT,
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NULL,
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GL_MAP_WRITE_BIT |
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GL_MAP_PERSISTENT_BIT |
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GL_MAP_COHERENT_BIT
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);
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if (lgr_opengl_check_error("glBufferStorage"))
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return false;
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this->texPixels[i] = glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, this->texSize,
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GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
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if (lgr_opengl_check_error("glMapBufferRange"))
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return false;
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this->texPixels[0] = glMapBufferRange(
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GL_PIXEL_UNPACK_BUFFER,
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0,
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this->texSize * BUFFER_COUNT,
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GL_MAP_WRITE_BIT |
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GL_MAP_PERSISTENT_BIT |
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GL_MAP_COHERENT_BIT
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);
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if (!this->texPixels[i])
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{
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DEBUG_ERROR("Failed to map the buffer range");
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return false;
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}
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if (lgr_opengl_check_error("glMapBufferRange"))
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return false;
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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}
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for(int i = 1; i < BUFFER_COUNT; ++i)
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this->texPixels[i] = this->texPixels[i-1] + this->texSize;
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// create the textures
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glGenTextures(TEXTURE_COUNT, this->textures);
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@ -198,43 +203,51 @@ bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, const
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return false;
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this->hasTextures = true;
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// bind the textures to the unpack buffers
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for (int i = 0; i < VBO_BUFFERS; ++i)
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{
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glBindTexture(GL_TEXTURE_2D, this->textures[i]);
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if (lgr_opengl_check_error("glBindTexture"))
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return false;
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// create the frame texture
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glBindTexture(GL_TEXTURE_2D, this->textures[FRAME_TEXTURE]);
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if (lgr_opengl_check_error("glBindTexture"))
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return false;
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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this->intFormat,
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format.width, format.height,
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0,
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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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if (lgr_opengl_check_error("glTexImage2D"))
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return false;
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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this->intFormat,
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format.width,
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format.height * BUFFER_COUNT,
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0,
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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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if (lgr_opengl_check_error("glTexImage2D"))
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return false;
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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for (int i = 0; i < BUFFER_COUNT; ++i)
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{
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const float ts = (1.0f / BUFFER_COUNT) * i;
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const float te = (1.0f / BUFFER_COUNT) + ts;
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// create the display lists
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glNewList(this->texList + i, GL_COMPILE);
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glBindTexture(GL_TEXTURE_2D, this->textures[i]);
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glBindTexture(GL_TEXTURE_2D, this->textures[FRAME_TEXTURE]);
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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(0 , 0 );
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glTexCoord2f(1.0f, 0.0f); glVertex2i(format.width, 0 );
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glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , format.height);
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glTexCoord2f(1.0f, 1.0f); glVertex2i(format.width, format.height);
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glTexCoord2f(0.0f, ts); glVertex2i(0 , 0 );
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glTexCoord2f(1.0f, ts); glVertex2i(format.width, 0 );
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glTexCoord2f(0.0f, te); glVertex2i(0 , format.height);
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glTexCoord2f(1.0f, te); glVertex2i(format.width, format.height);
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glEnd();
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glEndList();
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if (lgr_opengl_check_error("glTexImage2D"))
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return false;
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_COLOR_MATERIAL);
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@ -259,10 +272,10 @@ void lgr_opengl_deinitialize(void * opaque)
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return;
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if (this->hasTextures)
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glDeleteTextures(VBO_BUFFERS, this->textures);
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glDeleteTextures(TEXTURE_COUNT, this->textures);
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if (this->hasBuffers)
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glDeleteBuffers(VBO_BUFFERS, this->vboID);
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glDeleteBuffers(1, this->vboID);
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if (this->glContext)
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SDL_GL_DeleteContext(this->glContext);
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@ -440,7 +453,7 @@ bool lgr_opengl_on_frame_event(void * opaque, const uint8_t * data, bool resampl
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return false;
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int texIndex = this->texIndex + 1;
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if (texIndex == VBO_BUFFERS)
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if (texIndex == BUFFER_COUNT)
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texIndex = 0;
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if (this->params.showFPS && this->renderTime > 1e9)
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@ -456,7 +469,7 @@ bool lgr_opengl_on_frame_event(void * opaque, const uint8_t * data, bool resampl
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return false;
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}
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glBindTexture(GL_TEXTURE_2D , this->textures[VBO_BUFFERS]);
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glBindTexture(GL_TEXTURE_2D , this->textures[FPS_TEXTURE]);
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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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@ -501,7 +514,7 @@ bool lgr_opengl_on_frame_event(void * opaque, const uint8_t * data, bool resampl
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glEnd();
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, this->textures[VBO_BUFFERS]);
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glBindTexture(GL_TEXTURE_2D, this->textures[FPS_TEXTURE]);
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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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@ -515,47 +528,45 @@ bool lgr_opengl_on_frame_event(void * opaque, const uint8_t * data, bool resampl
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// copy the buffer to the texture
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memcpySSE(this->texPixels[texIndex], data, this->texSize);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[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->textures[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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glBindTexture(GL_TEXTURE_2D , this->textures[FRAME_TEXTURE]);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[0] );
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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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0,
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texIndex * this->format.height,
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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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(void*)(texIndex * this->texSize)
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);
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lgr_opengl_check_error("glTexSubImage2D");
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// unbind the buffer
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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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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if (this->mipmap != mipmap)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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mipmap ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
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this->mipmap = mipmap;
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}
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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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glBindTexture(GL_TEXTURE_2D, 0);
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this->frameUpdate = true;
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this->texIndex = texIndex;
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@ -567,11 +578,8 @@ inline void lgr_opengl_draw_mouse(struct LGR_OpenGL * this)
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if (!this->mouseVisible)
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return;
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memcpy(&this->mouseRepairPos, &this->mousePos, sizeof(SDL_Rect));
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this->mouseRepair = true;
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glPushMatrix();
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glTranslatef(this->mouseRepairPos.x, this->mouseRepairPos.y, 0.0f);
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glTranslatef(this->mousePos.x, this->mousePos.y, 0.0f);
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glCallList(this->mouseList);
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glPopMatrix();
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}
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@ -613,6 +621,7 @@ bool lgr_opengl_render(void * opaque)
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glEnable(GL_SCISSOR_TEST);
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}
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if (!this->frameUpdate)
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{
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if (!this->mouseUpdate)
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@ -623,29 +632,22 @@ bool lgr_opengl_render(void * opaque)
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if (delta < 1e7)
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return true;
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glDrawBuffer(GL_FRONT);
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glCallList(this->texList + this->texIndex);
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lgr_opengl_draw_mouse(this);
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glFinish();
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glFlush();
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this->mouseUpdate = false;
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this->lastMouseDraw = nanotime();
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return true;
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}
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else
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{
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glDrawBuffer(GL_BACK);
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glCallList(this->texList + this->texIndex);
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lgr_opengl_draw_mouse(this);
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if (this->fpsTexture)
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glCallList(this->fpsList);
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glDrawBuffer(GL_FRONT);
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unsigned int count;
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glXGetVideoSyncSGI(&count);
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if (count == this->gpuFrameCount)
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glXWaitVideoSyncSGI(1, 0, &count);
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SDL_GL_SwapWindow(this->params.window);
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glXGetVideoSyncSGI(&this->gpuFrameCount);
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}
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glDrawBuffer(GL_BACK);
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glCallList(this->texList + this->texIndex);
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lgr_opengl_draw_mouse(this);
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if (this->fpsTexture)
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glCallList(this->fpsList);
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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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