[client] added renderer abstratction

This moves the bulk of the rendering code into seperate rendering
modules cleaning up much of intertwined SDL & OpenGL mess.
This commit is contained in:
Geoffrey McRae 2017-12-05 20:33:05 +11:00
parent 5c335fca67
commit c1a82e853d
8 changed files with 699 additions and 311 deletions

3
.gitmodules vendored
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@ -1,3 +1,6 @@
[submodule "vendor/kvm-guest-drivers-windows"]
path = vendor/kvm-guest-drivers-windows
url = https://github.com/virtio-win/kvm-guest-drivers-windows.git
[submodule "client/cimgui"]
path = client/cimgui
url = https://github.com/Extrawurst/cimgui.git

1
client/.gitignore vendored
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@ -1,2 +1,3 @@
bin/
.build/
*.swp

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@ -2,6 +2,10 @@ BINARY = looking-glass-client
CFLAGS = -g -Og -std=gnu99 -march=native -Wall -Werror -I./ -I../common -DDEBUG
LDFLAGS = -lrt
CFLAGS += -ffast-math
CFLAGS += -fdata-sections -ffunction-sections
LDFLAGS += -Wl,--gc-sections
LIBS = sdl2 SDL2_ttf gl glu libssl openssl spice-protocol
CFLAGS += $(shell pkg-config --cflags $(LIBS))
LDFLAGS += $(shell pkg-config --libs $(LIBS))
@ -10,19 +14,21 @@ BIN ?= bin
OBJS = main.o \
spice/spice.o \
ivshmem/ivshmem.o
ivshmem/ivshmem.o \
renderers/basic.o \
renderers/opengl.o
BUILD_OBJS = $(foreach obj,$(OBJS),$(BUILD)/$(obj))
all: $(BINARY)
all: $(BIN)/$(BINARY)
$(BUILD)/%.o: %.c
@mkdir -p $(dir $@)
gcc -c $(CFLAGS) -o $@ $< $(LDFLAGS)
gcc -c $(CFLAGS) -o $@ $<
$(BINARY): $(BUILD_OBJS)
$(BIN)/$(BINARY): $(BUILD_OBJS)
@mkdir -p $(dir $(BIN)/$@)
gcc $(CFLAGS) -o $(BIN)/$(BINARY) $(BUILD_OBJS) $(LDFLAGS)
gcc -o $(BIN)/$(BINARY) $(BUILD_OBJS) $(LDFLAGS)
clean:
rm -rf $(BUILD) $(BIN)

72
client/lg-renderer.h Normal file
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@ -0,0 +1,72 @@
/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
This program is free software; you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place, Suite 330, Boston, MA 02111-1307 USA
*/
#pragma once
#include <stdint.h>
#include <stdbool.h>
#include <SDL2/SDL.h>
#define IS_LG_RENDERER_VALID(x) \
((x)->get_name && \
(x)->initialize && \
(x)->deinitialize && \
(x)->is_compatible && \
(x)->render)
typedef struct LG_RendererParams
{
SDL_Window * window;
SDL_Renderer * renderer;
}
LG_RendererParams;
typedef struct LG_RendererFormat
{
unsigned int width; // image width
unsigned int height; // image height
unsigned int stride; // scanline width
unsigned int pitch; // scanline bytes
unsigned int bpp; // bits per pixel
}
LG_RendererFormat;
typedef struct LG_RendererRect
{
int x;
int y;
unsigned int w;
unsigned int h;
}
LG_RendererRect;
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 bool (* LG_RendererRender )(void * opaque, const LG_RendererRect destRect, const uint8_t * data, bool resample);
typedef struct LG_Renderer
{
LG_RendererGetName get_name;
LG_RendererInitialize initialize;
LG_RendererDeInitialize deinitialize;
LG_RendererIsCompatible is_compatible;
LG_RendererRender render;
}
LG_Renderer;

30
client/lg-renderers.h Normal file
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@ -0,0 +1,30 @@
/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
This program is free software; you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place, Suite 330, Boston, MA 02111-1307 USA
*/
#pragma once
#include "lg-renderer.h"
extern const LG_Renderer LGR_OpenGL;
extern const LG_Renderer LGR_Basic;
const LG_Renderer * LG_Renderers[] =
{
&LGR_OpenGL,
&LGR_Basic,
NULL // end of array sentinal
};

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@ -40,6 +40,8 @@ Place, Suite 330, Boston, MA 02111-1307 USA
#include "spice/spice.h"
#include "kb.h"
#include "lg-renderers.h"
#define VBO_BUFFERS 2
struct AppState
@ -50,7 +52,8 @@ struct AppState
bool started;
TTF_Font *font;
SDL_Rect srcRect, dstRect;
SDL_Rect srcRect;
LG_RendererRect dstRect;
float scaleX, scaleY;
SDL_Window * window;
@ -184,30 +187,14 @@ inline bool waitGuest()
int renderThread(void * unused)
{
bool error = false;
struct KVMFRHeader header;
struct KVMFRHeader newHeader;
SDL_Texture *texture = NULL;
GLuint vboID[VBO_BUFFERS];
GLuint intFormat = 0;
GLuint vboFormat = 0;
GLuint vboTex[VBO_BUFFERS];
unsigned int texIndex = 0;
unsigned int texSize = 0;
uint8_t *pixels = (uint8_t*)state.shm;
uint8_t *texPixels[VBO_BUFFERS];
unsigned int ticks = SDL_GetTicks();
unsigned int frameCount = 0;
const LG_Renderer * lgr = NULL;
void * lgrData;
unsigned int lastTicks = SDL_GetTicks();
unsigned int frameCount = 0, lastFrameCount = 0;
SDL_Texture * textTexture = NULL;
SDL_Rect textRect = {0, 0, 0, 0};
memset(&header , 0, sizeof(struct KVMFRHeader));
memset(&vboID , 0, sizeof(vboID));
memset(&vboTex , 0, sizeof(vboTex));
memset(&texPixels, 0, sizeof(texPixels));
// initial guest kick to get things started
ivshmem_kick_irq(state.shm->guestID, 0);
SDL_Rect textRect;
while(state.running)
{
@ -215,145 +202,112 @@ int renderThread(void * unused)
if (!waitGuest())
break;
memcpy(&newHeader, state.shm, sizeof(struct KVMFRHeader));
// we must take a copy of the header, both to let the guest advance and to
// prevent the contained arguments being abused to overflow buffers
memcpy(&header, state.shm, sizeof(struct KVMFRHeader));
ivshmem_kick_irq(header.guestID, 0);
// ensure the header magic is valid, this will help prevent crash out when the memory hasn't yet been initialized
// check the header's magic and version are valid
if (
memcmp(newHeader.magic, KVMFR_HEADER_MAGIC, sizeof(KVMFR_HEADER_MAGIC)) != 0 ||
newHeader.version != KVMFR_HEADER_VERSION
memcmp(header.magic, KVMFR_HEADER_MAGIC, sizeof(KVMFR_HEADER_MAGIC)) != 0 ||
header.version != KVMFR_HEADER_VERSION
)
{
usleep(1000);
continue;
}
// if the header is invalid or it has changed
if (!areFormatsSame(header, newHeader))
{
if (state.hasBufferStorage)
{
if (vboID[0])
{
if (vboTex[0])
{
glDeleteTextures(VBO_BUFFERS, vboTex);
memset(vboTex, 0, sizeof(vboTex));
}
// setup the renderer format with the frame format details
LG_RendererFormat lgrFormat;
lgrFormat.width = header.width;
lgrFormat.height = header.height;
lgrFormat.stride = header.stride;
glUnmapBuffer(GL_TEXTURE_BUFFER);
glDeleteBuffers(VBO_BUFFERS, vboID);
memset(vboID, 0, sizeof(vboID));
}
}
else
{
if (texture)
{
SDL_DestroyTexture(texture);
texture = NULL;
}
}
Uint32 sdlFormat;
unsigned int bpp;
switch(newHeader.frameType)
switch(header.frameType)
{
case FRAME_TYPE_ARGB:
sdlFormat = SDL_PIXELFORMAT_ARGB8888;
bpp = 4;
intFormat = GL_RGBA8;
vboFormat = GL_BGRA;
lgrFormat.pitch = header.stride * 4;
lgrFormat.bpp = 32;
break;
case FRAME_TYPE_RGB:
sdlFormat = SDL_PIXELFORMAT_RGB24;
bpp = 3;
intFormat = GL_RGB8;
vboFormat = GL_BGR;
lgrFormat.pitch = header.stride * 3;
lgrFormat.bpp = 24;
break;
default:
header.frameType = FRAME_TYPE_INVALID;
continue;
DEBUG_ERROR("Unsupported frameType");
error = true;
break;
}
// update the window size and create the render texture
if (params.autoResize)
{
SDL_SetWindowSize(state.window, newHeader.width, newHeader.height);
if (params.center)
SDL_SetWindowPosition(state.window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
}
if (error)
break;
if (state.hasBufferStorage)
{
// calculate the texture size in bytes
texSize = newHeader.height * newHeader.stride * bpp;
// ensure the size makes sense
if (newHeader.dataPos + texSize > state.shmSize)
// check the header's dataPos is sane
const size_t dataSize = lgrFormat.height * lgrFormat.pitch;
if (header.dataPos + dataSize > state.shmSize)
{
DEBUG_ERROR("The guest sent an invalid dataPos");
break;
}
// setup two buffers so we don't have to use fences
glGenBuffers(VBO_BUFFERS, vboID);
for (int i = 0; i < VBO_BUFFERS; ++i)
// check if we have a compatible renderer
if (!lgr || !lgr->is_compatible(lgrData, lgrFormat))
{
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, vboID[i]);
glBufferStorage(GL_PIXEL_UNPACK_BUFFER, texSize, 0, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
texPixels[i] = glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, texSize,
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
if (!texPixels[i])
{
DEBUG_ERROR("Failed to map buffer range, turning off buffer storage");
state.hasBufferStorage = false;
break;
}
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
LG_RendererParams lgrParams;
lgrParams.window = state.window;
lgrParams.renderer = state.renderer;
if (!state.hasBufferStorage)
{
texIndex = 0;
glDeleteBuffers(VBO_BUFFERS, vboID);
memset(vboID, 0, sizeof(vboID));
continue;
}
DEBUG_INFO("Data Format: w=%u, h=%u, s=%u, p=%u, bpp=%u",
lgrFormat.width, lgrFormat.height, lgrFormat.stride, lgrFormat.pitch, lgrFormat.bpp);
// create the textures
glGenTextures(VBO_BUFFERS, vboTex);
for (int i = 0; i < VBO_BUFFERS; ++i)
// first try to reinitialize any existing renderer
if (lgr)
{
glBindTexture(GL_TEXTURE_2D, vboTex[i]);
glTexImage2D(
GL_TEXTURE_2D,
0,
intFormat,
newHeader.width, newHeader.height,
0,
vboFormat,
GL_UNSIGNED_BYTE,
(void*)0
);
glBindTexture(GL_TEXTURE_2D, 0);
}
lgr->deinitialize(lgrData);
if (lgr->initialize(&lgrData, lgrParams, lgrFormat))
{
DEBUG_INFO("Reinitialized %s", lgr->get_name());
}
else
{
texture = SDL_CreateTexture(state.renderer, sdlFormat, SDL_TEXTUREACCESS_STREAMING, newHeader.width, newHeader.height);
if (!texture)
DEBUG_ERROR("Failed to reinitialize %s, trying other renderers", lgr->get_name());
lgr->deinitialize(lgrData);
lgr = NULL;
}
}
if (!lgr)
{
DEBUG_ERROR("Failed to create a texture");
// probe for a a suitable renderer
for(const LG_Renderer **r = &LG_Renderers[0]; *r; ++r)
{
if (!IS_LG_RENDERER_VALID(*r))
{
DEBUG_ERROR("FIXME: Renderer %d is invalid, skpping", (int)(r - &LG_Renderers[0]));
continue;
}
lgrData = NULL;
if (!(*r)->initialize(&lgrData, lgrParams, lgrFormat))
{
(*r)->deinitialize(lgrData);
continue;
}
lgr = *r;
DEBUG_INFO("Initialized %s", (*r)->get_name());
break;
}
if (!lgr)
{
DEBUG_INFO("Unable to find a suitable renderer");
return -1;
}
}
ticks = SDL_GetTicks();
frameCount = 0;
memcpy(&header, &newHeader, sizeof(header));
state.srcRect.x = 0;
state.srcRect.y = 0;
state.srcRect.w = header.width;
@ -361,95 +315,27 @@ int renderThread(void * unused)
updatePositionInfo();
}
//beyond this point DO NOT use state.shm for security
// final sanity checks on the data presented by the guest
// this is critical as the guest could overflow this buffer to
// try to take control of the host
if (newHeader.dataPos + texSize > state.shmSize)
if (!lgr->render(
lgrData,
state.dstRect,
(uint8_t *)state.shm + header.dataPos,
params.useMipmap
))
{
DEBUG_ERROR("The guest sent an invalid dataPos");
DEBUG_ERROR("Failed to render the frame");
break;
}
SDL_RenderClear(state.renderer);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
if (state.hasBufferStorage)
++frameCount;
if (!params.showFPS)
{
// copy the buffer to the texture and let the guest advance
memcpySSE(texPixels[texIndex], pixels + newHeader.dataPos, texSize);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, vboID[texIndex]);
glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, texSize);
// bind the texture and update it
glBindTexture(GL_TEXTURE_2D , vboTex[texIndex]);
glPixelStorei(GL_UNPACK_ALIGNMENT , 1 );
glPixelStorei(GL_UNPACK_ROW_LENGTH , header.width );
glTexSubImage2D(
GL_TEXTURE_2D,
0,
0, 0,
header.width, header.height,
vboFormat,
GL_UNSIGNED_BYTE,
(void*)0
);
if (params.useMipmap)
glGenerateMipmap(GL_TEXTURE_2D);
// unbind the buffer
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
// configure the texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (params.useMipmap)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
SDL_RenderPresent(state.renderer);
continue;
}
// draw the screen
glEnable(GL_TEXTURE_2D);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.0f); glVertex2i(state.dstRect.x , state.dstRect.y );
glTexCoord2f(1.0f, 0.0f); glVertex2i(state.dstRect.x + state.dstRect.w, state.dstRect.y );
glTexCoord2f(0.0f, 1.0f); glVertex2i(state.dstRect.x , state.dstRect.y + state.dstRect.h);
glTexCoord2f(1.0f, 1.0f); glVertex2i(state.dstRect.x + state.dstRect.w, state.dstRect.y + state.dstRect.h);
glEnd();
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
// update our texture index
if (++texIndex == VBO_BUFFERS)
texIndex = 0;
}
else
{
int pitch;
if (SDL_LockTexture(texture, NULL, (void**)&texPixels[0], &pitch) != 0)
{
DEBUG_ERROR("Failed to lock the texture for update");
break;
}
texSize = header.height * pitch;
// copy the buffer to the texture and let the guest advance
memcpySSE(texPixels[texIndex], pixels + newHeader.dataPos, texSize);
SDL_UnlockTexture(texture);
SDL_RenderCopy(state.renderer, texture, NULL, &state.dstRect);
}
if (params.showFPS)
{
if (++frameCount == 10)
// for now render the frame counter here, we really should
// move this into the renderers though.
if (frameCount % 10 == 0)
{
SDL_Surface *textSurface = NULL;
if (textTexture)
@ -457,8 +343,9 @@ int renderThread(void * unused)
SDL_DestroyTexture(textTexture);
textTexture = NULL;
}
const unsigned int time = SDL_GetTicks();
const float avgFPS = (float)frameCount / ((time - ticks) / 1000.0f);
const unsigned int ticks = SDL_GetTicks();
const float avgFPS = (float)(frameCount - lastFrameCount) / ((ticks - lastTicks) / 1000.0f);
char strFPS[12];
snprintf(strFPS, sizeof(strFPS), "FPS: %6.2f", avgFPS);
SDL_Color color = {0xff, 0xff, 0xff};
@ -477,8 +364,8 @@ int renderThread(void * unused)
SDL_SetTextureBlendMode(textTexture, SDL_BLENDMODE_BLEND);
SDL_FreeSurface(textSurface);
frameCount = 0;
ticks = time;
lastTicks = ticks;
lastFrameCount = frameCount;
}
if (textTexture)
@ -507,24 +394,12 @@ int renderThread(void * unused)
glDisable(GL_BLEND);
SDL_GL_UnbindTexture(textTexture);
}
}
SDL_RenderPresent(state.renderer);
ivshmem_kick_irq(newHeader.guestID, 0);
state.started = true;
}
state.running = false;
if (state.hasBufferStorage)
{
glDeleteTextures(VBO_BUFFERS, vboTex);
glUnmapBuffer (GL_TEXTURE_BUFFER );
glDeleteBuffers (VBO_BUFFERS, vboID );
}
else
if (texture)
SDL_DestroyTexture(texture);
if (lgr)
lgr->deinitialize(lgrData);
return 0;
}
@ -833,14 +708,10 @@ int run()
(params.vsync ? SDL_RENDERER_PRESENTVSYNC : 0)
);
if (params.useBufferStorage)
if (!state.renderer)
{
const GLubyte * extensions = glGetString(GL_EXTENSIONS);
if (gluCheckExtension((const GLubyte *)"GL_ARB_buffer_storage", extensions))
{
DEBUG_INFO("Using GL_ARB_buffer_storage");
state.hasBufferStorage = true;
}
DEBUG_ERROR("failed to create renderer");
return -1;
}
if (params.vsync)
@ -852,10 +723,14 @@ int run()
else
SDL_GL_SetSwapInterval(0);
if (!state.renderer)
if (params.useBufferStorage)
{
DEBUG_ERROR("failed to create window");
return -1;
const GLubyte * extensions = glGetString(GL_EXTENSIONS);
if (gluCheckExtension((const GLubyte *)"GL_ARB_buffer_storage", extensions))
{
DEBUG_INFO("Using GL_ARB_buffer_storage");
state.hasBufferStorage = true;
}
}
int shm_fd = 0;

146
client/renderers/basic.c Normal file
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@ -0,0 +1,146 @@
#include "lg-renderer.h"
#include <stdbool.h>
#include <stdint.h>
#include <SDL2/SDL.h>
#include "debug.h"
#include "memcpySSE.h"
struct LGR_Basic
{
bool initialized;
LG_RendererFormat format;
size_t texSize;
size_t dataWidth;
SDL_Renderer * renderer;
SDL_Texture * texture;
};
const char * lgr_basic_get_name()
{
return "Basic";
}
bool lgr_basic_initialize(void ** opaque, const LG_RendererParams params, const LG_RendererFormat format)
{
// create our local storage
*opaque = malloc(sizeof(struct LGR_Basic));
if (!*opaque)
{
DEBUG_INFO("Failed to allocate %lu bytes", sizeof(struct LGR_Basic));
return false;
}
memset(*opaque, 0, sizeof(struct LGR_Basic));
struct LGR_Basic * this = (struct LGR_Basic *)*opaque;
Uint32 sdlFormat;
switch(format.bpp)
{
case 24:
sdlFormat = SDL_PIXELFORMAT_RGB24;
break;
case 32:
sdlFormat = SDL_PIXELFORMAT_ARGB8888;
break;
default:
DEBUG_ERROR("Unsupported bpp");
return false;
}
// calculate the texture size in bytes
this->texSize = format.height * format.pitch;
// create the target texture
this->texture = SDL_CreateTexture(
params.renderer,
sdlFormat,
SDL_TEXTUREACCESS_STREAMING,
format.width,
format.height
);
if (!this->texture)
{
DEBUG_ERROR("SDL_CreateTexture failed");
return false;
}
memcpy(&this->format, &format, sizeof(LG_RendererFormat));
this->renderer = params.renderer;
this->dataWidth = this->format.width * (this->format.bpp / 8);
this->initialized = true;
return true;
}
void lgr_basic_deinitialize(void * opaque)
{
struct LGR_Basic * this = (struct LGR_Basic *)opaque;
if (!this)
return;
if (this->texture)
SDL_DestroyTexture(this->texture);
free(this);
}
bool lgr_basic_is_compatible(void * opaque, const LG_RendererFormat format)
{
const struct LGR_Basic * this = (struct LGR_Basic *)opaque;
if (!this || !this->initialized)
return false;
return (memcmp(&this->format, &format, sizeof(LG_RendererFormat)) == 0);
}
bool lgr_basic_render(void * opaque, const LG_RendererRect destRect, const uint8_t * data, bool resample)
{
struct LGR_Basic * this = (struct LGR_Basic *)opaque;
if (!this || !this->initialized)
return false;
int pitch;
uint8_t * dest;
if (SDL_LockTexture(this->texture, NULL, (void**)&dest, &pitch) != 0)
{
DEBUG_ERROR("Failed to lock the texture for update");
return false;
}
if (pitch == this->format.pitch)
memcpySSE(dest, data, this->texSize);
else
{
for(unsigned int y = 0; y < this->format.height; ++y)
{
memcpySSE(dest, data, this->dataWidth);
dest += pitch;
data += this->format.pitch;
}
}
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);
return true;
}
const LG_Renderer LGR_Basic =
{
.get_name = lgr_basic_get_name,
.initialize = lgr_basic_initialize,
.deinitialize = lgr_basic_deinitialize,
.is_compatible = lgr_basic_is_compatible,
.render = lgr_basic_render
};

255
client/renderers/opengl.c Normal file
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@ -0,0 +1,255 @@
#include "lg-renderer.h"
#include <stdint.h>
#include <stdbool.h>
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glu.h>
#include "debug.h"
#include "memcpySSE.h"
#define VBO_BUFFERS 2
struct LGR_OpenGL
{
bool initialized;
LG_RendererFormat format;
GLuint intFormat;
GLuint vboFormat;
size_t texSize;
bool hasBuffers;
GLuint vboID[VBO_BUFFERS];
uint8_t * texPixels[VBO_BUFFERS];
int texIndex;
bool hasTextures;
GLuint vboTex[VBO_BUFFERS];
};
bool lgr_opengl_check_error(const char * name)
{
GLenum error = glGetError();
if (error == GL_NO_ERROR)
return false;
const GLubyte * errStr = gluErrorString(error);
DEBUG_ERROR("%s = %d (%s)", name, error, errStr);
return true;
}
const char * lgr_opengl_get_name()
{
return "OpenGL";
}
bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, const LG_RendererFormat format)
{
// check if the GPU supports GL_ARB_buffer_storage first
// there is no advantage to this renderer if it is not present.
const GLubyte * extensions = glGetString(GL_EXTENSIONS);
if (!gluCheckExtension((const GLubyte *)"GL_ARB_buffer_storage", extensions))
{
DEBUG_INFO("The GPU doesn't support GL_ARB_buffer_storage");
return false;
}
// create our local storage
*opaque = malloc(sizeof(struct LGR_OpenGL));
if (!*opaque)
{
DEBUG_INFO("Failed to allocate %lu bytes", sizeof(struct LGR_OpenGL));
return false;
}
memset(*opaque, 0, sizeof(struct LGR_OpenGL));
struct LGR_OpenGL * this = (struct LGR_OpenGL *)*opaque;
// assume 24 and 32 bit formats are RGB and RGBA
switch(format.bpp)
{
case 24:
this->intFormat = GL_RGB8;
this->vboFormat = GL_BGR;
break;
case 32:
this->intFormat = GL_RGBA8;
this->vboFormat = GL_BGRA;
break;
default:
DEBUG_INFO("%d bpp not supported", format.bpp);
return false;
}
// calculate the texture size in bytes
this->texSize = format.height * format.pitch;
// generate the pixel unpack buffers
glGenBuffers(VBO_BUFFERS, this->vboID);
if (lgr_opengl_check_error("glGenBuffers"))
return false;
this->hasBuffers = true;
// persistant bind the buffers
for (int i = 0; i < VBO_BUFFERS; ++i)
{
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[i]);
if (lgr_opengl_check_error("glBindBuffer"))
return false;
glBufferStorage(GL_PIXEL_UNPACK_BUFFER, this->texSize, 0, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
if (lgr_opengl_check_error("glBufferStorage"))
return false;
this->texPixels[i] = glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, this->texSize,
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
if (lgr_opengl_check_error("glMapBufferRange"))
return false;
if (!this->texPixels[i])
{
DEBUG_ERROR("Failed to map the buffer range");
return false;
}
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
// create the textures
glGenTextures(VBO_BUFFERS, this->vboTex);
if (lgr_opengl_check_error("glGenTextures"))
return false;
this->hasTextures = true;
// bind the textures to the unpack buffers
for (int i = 0; i < VBO_BUFFERS; ++i)
{
glBindTexture(GL_TEXTURE_2D, this->vboTex[i]);
if (lgr_opengl_check_error("glBindTexture"))
return false;
glTexImage2D(
GL_TEXTURE_2D,
0,
this->intFormat,
format.width, format.height,
0,
this->vboFormat,
GL_UNSIGNED_BYTE,
(void*)0
);
if (lgr_opengl_check_error("glTexImage2D"))
return false;
}
glEnable(GL_TEXTURE_2D);
// copy the format into the local storage
memcpy(&this->format, &format, sizeof(LG_RendererFormat));
this->initialized = true;
return true;
}
void lgr_opengl_deinitialize(void * opaque)
{
struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
if (!this)
return;
if (this->hasTextures)
glDeleteTextures(VBO_BUFFERS, this->vboTex);
if (this->hasBuffers)
glDeleteBuffers(VBO_BUFFERS, this->vboID);
free(this);
}
bool lgr_opengl_is_compatible(void * opaque, const LG_RendererFormat format)
{
const struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
if (!this || !this->initialized)
return false;
return (memcmp(&this->format, &format, sizeof(LG_RendererFormat)) == 0);
}
bool lgr_opengl_render(void * opaque, const LG_RendererRect destRect, const uint8_t * data, bool resample)
{
struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
if (!this || !this->initialized)
return false;
glClear(GL_COLOR_BUFFER_BIT);
// copy the buffer to the texture
memcpySSE(this->texPixels[this->texIndex], data, this->texSize);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[this->texIndex]);
glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, this->texSize);
// bind the texture and update it
glBindTexture(GL_TEXTURE_2D , this->vboTex[this->texIndex]);
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
glPixelStorei(GL_UNPACK_ROW_LENGTH , this->format.width );
glTexSubImage2D(
GL_TEXTURE_2D,
0,
0, 0,
this->format.width,
this->format.height,
this->vboFormat,
GL_UNSIGNED_BYTE,
(void*)0
);
const bool mipmap = resample && (
(this->format.width != destRect.w) ||
(this->format.height != destRect.h));
// unbind the buffer
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
// configure the texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (mipmap)
{
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
// draw the screen
glEnable(GL_TEXTURE_2D);
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();
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
if (++this->texIndex == VBO_BUFFERS)
this->texIndex = 0;
return true;
}
const LG_Renderer LGR_OpenGL =
{
.get_name = lgr_opengl_get_name,
.initialize = lgr_opengl_initialize,
.deinitialize = lgr_opengl_deinitialize,
.is_compatible = lgr_opengl_is_compatible,
.render = lgr_opengl_render
};