/** * Looking Glass * Copyright (C) 2017-2021 The Looking Glass Authors * https://looking-glass.io * * 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 */ #include "interface/renderer.h" #include #include #include #include #include #include #include #include #include "cimgui.h" #include "generator/output/cimgui_impl.h" #include "common/debug.h" #include "common/option.h" #include "common/framebuffer.h" #include "common/locking.h" #include "dynamic/fonts.h" #include "ll.h" #define BUFFER_COUNT 2 #define FPS_TEXTURE 0 #define MOUSE_TEXTURE 1 #define ALERT_TEXTURE 2 #define TEXTURE_COUNT 3 #define ALERT_TIMEOUT_FLAG ((uint64_t)-1) #define FADE_TIME 1000000 static struct Option opengl_options[] = { { .module = "opengl", .name = "mipmap", .description = "Enable mipmapping", .type = OPTION_TYPE_BOOL, .value.x_bool = true }, { .module = "opengl", .name = "vsync", .description = "Enable vsync", .type = OPTION_TYPE_BOOL, .value.x_bool = false, }, { .module = "opengl", .name = "preventBuffer", .description = "Prevent the driver from buffering frames", .type = OPTION_TYPE_BOOL, .value.x_bool = true }, { .module = "opengl", .name = "amdPinnedMem", .description = "Use GL_AMD_pinned_memory if it is available", .type = OPTION_TYPE_BOOL, .value.x_bool = true }, {0} }; struct IntPoint { int x; int y; }; struct IntRect { int x; int y; int w; int h; }; struct OpenGL_Options { bool mipmap; bool vsync; bool preventBuffer; bool amdPinnedMem; }; struct Alert { bool ready; bool useCloseFlag; LG_FontBitmap *text; float r, g, b, a; uint64_t timeout; bool closeFlag; }; struct Inst { LG_RendererParams params; struct OpenGL_Options opt; bool amdPinnedMemSupport; bool renderStarted; bool configured; bool reconfigure; LG_DSGLContext glContext; struct IntPoint window; float uiScale; _Atomic(bool) frameUpdate; const LG_Font * font; LG_FontObj fontObj, alertFontObj; LG_Lock formatLock; LG_RendererFormat format; GLuint intFormat; GLuint vboFormat; GLuint dataFormat; size_t texSize; size_t texPos; const FrameBuffer * frame; uint64_t drawStart; bool hasBuffers; GLuint vboID[BUFFER_COUNT]; uint8_t * texPixels[BUFFER_COUNT]; LG_Lock frameLock; bool texReady; int texWIndex, texRIndex; int texList; int fpsList; int mouseList; LG_RendererRect destRect; bool hasTextures, hasFrames; GLuint frames[BUFFER_COUNT]; GLsync fences[BUFFER_COUNT]; GLuint textures[TEXTURE_COUNT]; struct ll * alerts; int alertList; bool waiting; uint64_t waitFadeTime; bool waitDone; bool showFPS; bool fpsTexture; struct IntRect fpsRect; LG_Lock mouseLock; LG_RendererCursor mouseCursor; int mouseWidth; int mouseHeight; int mousePitch; uint8_t * mouseData; size_t mouseDataSize; bool mouseUpdate; bool newShape; LG_RendererCursor mouseType; bool mouseVisible; struct IntRect mousePos; }; static bool _check_gl_error(unsigned int line, const char * name); #define check_gl_error(name) _check_gl_error(__LINE__, name) enum ConfigStatus { CONFIG_STATUS_OK, CONFIG_STATUS_ERROR, CONFIG_STATUS_NOOP }; static void deconfigure(struct Inst * this); static enum ConfigStatus configure(struct Inst * this); static void update_mouse_shape(struct Inst * this, bool * newShape); static bool draw_frame(struct Inst * this); static void draw_mouse(struct Inst * this); static void render_wait(struct Inst * this); const char * opengl_get_name(void) { return "OpenGL"; } static void opengl_setup(void) { option_register(opengl_options); } bool opengl_create(void ** opaque, const LG_RendererParams params, bool * needsOpenGL) { // create our local storage *opaque = malloc(sizeof(struct Inst)); if (!*opaque) { DEBUG_INFO("Failed to allocate %lu bytes", sizeof(struct Inst)); return false; } memset(*opaque, 0, sizeof(struct Inst)); struct Inst * this = (struct Inst *)*opaque; memcpy(&this->params, ¶ms, sizeof(LG_RendererParams)); this->opt.mipmap = option_get_bool("opengl", "mipmap" ); this->opt.vsync = option_get_bool("opengl", "vsync" ); this->opt.preventBuffer = option_get_bool("opengl", "preventBuffer"); this->opt.amdPinnedMem = option_get_bool("opengl", "amdPinnedMem" ); LG_LOCK_INIT(this->formatLock); LG_LOCK_INIT(this->frameLock ); LG_LOCK_INIT(this->mouseLock ); this->font = LG_Fonts[0]; if (!this->font->create(&this->fontObj, NULL, 14)) { DEBUG_ERROR("Unable to create the font renderer"); return false; } if (!this->font->create(&this->alertFontObj, NULL, 18)) { DEBUG_ERROR("Unable to create the font renderer"); return false; } this->alerts = ll_new(); *needsOpenGL = true; return true; } bool opengl_initialize(void * opaque) { struct Inst * this = (struct Inst *)opaque; if (!this) return false; this->waiting = true; this->waitDone = false; return true; } void opengl_deinitialize(void * opaque) { struct Inst * this = (struct Inst *)opaque; if (!this) return; if (this->renderStarted) { ImGui_ImplOpenGL2_Shutdown(); glDeleteLists(this->texList , BUFFER_COUNT); glDeleteLists(this->mouseList, 1); glDeleteLists(this->fpsList , 1); glDeleteLists(this->alertList, 1); } deconfigure(this); if (this->hasTextures) { glDeleteTextures(TEXTURE_COUNT, this->textures); this->hasTextures = false; } if (this->mouseData) free(this->mouseData); if (this->glContext) { app_glDeleteContext(this->glContext); this->glContext = NULL; } LG_LOCK_FREE(this->formatLock); LG_LOCK_FREE(this->frameLock ); LG_LOCK_FREE(this->mouseLock ); struct Alert * alert; while(ll_shift(this->alerts, (void **)&alert)) { if (alert->text) this->font->release(this->alertFontObj, alert->text); free(alert); } ll_free(this->alerts); if (this->font && this->fontObj) this->font->destroy(this->fontObj); free(this); } void opengl_on_restart(void * opaque) { struct Inst * this = (struct Inst *)opaque; this->waiting = true; } void opengl_on_resize(void * opaque, const int width, const int height, const double scale, const LG_RendererRect destRect, LG_RendererRotate rotate) { struct Inst * this = (struct Inst *)opaque; this->window.x = width * scale; this->window.y = height * scale; this->uiScale = (float) scale; if (destRect.valid) { this->destRect.valid = true; this->destRect.x = destRect.x * scale; this->destRect.y = destRect.y * scale; this->destRect.w = destRect.w * scale; this->destRect.h = destRect.h * scale; } // setup the projection matrix glViewport(0, 0, this->window.x, this->window.y); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, this->window.x, this->window.y, 0, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); if (this->destRect.valid) { glTranslatef(this->destRect.x, this->destRect.y, 0.0f); glScalef( (float)this->destRect.w / (float)this->format.width, (float)this->destRect.h / (float)this->format.height, 1.0f ); } } bool opengl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const int pitch, const uint8_t * data) { struct Inst * this = (struct Inst *)opaque; if (!this) return false; LG_LOCK(this->mouseLock); this->mouseCursor = cursor; this->mouseWidth = width; this->mouseHeight = height; this->mousePitch = pitch; const size_t size = height * pitch; if (size > this->mouseDataSize) { if (this->mouseData) free(this->mouseData); this->mouseData = (uint8_t *)malloc(size); this->mouseDataSize = size; } memcpy(this->mouseData, data, size); this->newShape = true; LG_UNLOCK(this->mouseLock); return true; } bool opengl_on_mouse_event(void * opaque, const bool visible, const int x, const int y) { struct Inst * this = (struct Inst *)opaque; if (!this) return false; if (this->mousePos.x == x && this->mousePos.y == y && this->mouseVisible == visible) return true; this->mouseVisible = visible; this->mousePos.x = x; this->mousePos.y = y; this->mouseUpdate = true; return false; } bool opengl_on_frame_format(void * opaque, const LG_RendererFormat format, bool useDMA) { struct Inst * this = (struct Inst *)opaque; LG_LOCK(this->formatLock); memcpy(&this->format, &format, sizeof(LG_RendererFormat)); this->reconfigure = true; LG_UNLOCK(this->formatLock); return true; } bool opengl_on_frame(void * opaque, const FrameBuffer * frame, int dmaFd, const FrameDamageRect * damage, int damageCount) { struct Inst * this = (struct Inst *)opaque; LG_LOCK(this->frameLock); this->frame = frame; atomic_store_explicit(&this->frameUpdate, true, memory_order_release); LG_UNLOCK(this->frameLock); if (this->waiting) { this->waiting = false; if (!this->params.quickSplash) this->waitFadeTime = microtime() + FADE_TIME; else { glDisable(GL_MULTISAMPLE); this->waitDone = true; } } return true; } void opengl_on_alert(void * opaque, const LG_MsgAlert alert, const char * message, bool ** closeFlag) { struct Inst * this = (struct Inst *)opaque; struct Alert * a = malloc(sizeof(struct Alert)); memset(a, 0, sizeof(struct Alert)); switch(alert) { case LG_ALERT_INFO: a->r = 0.0f; a->g = 0.0f; a->b = 0.8f; a->a = 0.8f; break; case LG_ALERT_SUCCESS: a->r = 0.0f; a->g = 0.8f; a->b = 0.0f; a->a = 0.8f; break; case LG_ALERT_WARNING: a->r = 0.8f; a->g = 0.5f; a->b = 0.0f; a->a = 0.8f; break; case LG_ALERT_ERROR: a->r = 1.0f; a->g = 0.0f; a->b = 0.0f; a->a = 0.8f; break; } if (!(a->text = this->font->render(this->alertFontObj, 0xffffff00, message))) { DEBUG_ERROR("Failed to render alert text"); free(a); return; } if (closeFlag) { a->useCloseFlag = true; *closeFlag = &a->closeFlag; } ll_push(this->alerts, a); } void opengl_on_help(void * opaque, const char * message) { // TODO: Implement this. } void opengl_on_show_fps(void * opaque, bool showFPS) { struct Inst * this = (struct Inst *)opaque; this->showFPS = showFPS; } void bitmap_to_texture(LG_FontBitmap * bitmap, GLuint texture) { glBindTexture(GL_TEXTURE_2D , texture ); glPixelStorei(GL_UNPACK_ALIGNMENT , 4 ); glPixelStorei(GL_UNPACK_ROW_LENGTH, bitmap->width); glTexImage2D( GL_TEXTURE_2D, 0, bitmap->bpp, bitmap->width, bitmap->height, 0, GL_BGRA, GL_UNSIGNED_BYTE, bitmap->pixels ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); } bool opengl_render_startup(void * opaque) { struct Inst * this = (struct Inst *)opaque; this->glContext = app_glCreateContext(); if (!this->glContext) return false; app_glMakeCurrent(this->glContext); DEBUG_INFO("Vendor : %s", glGetString(GL_VENDOR )); DEBUG_INFO("Renderer: %s", glGetString(GL_RENDERER)); DEBUG_INFO("Version : %s", glGetString(GL_VERSION )); GLint n; glGetIntegerv(GL_NUM_EXTENSIONS, &n); for(GLint i = 0; i < n; ++i) { const GLubyte *ext = glGetStringi(GL_EXTENSIONS, i); if (strcmp((const char *)ext, "GL_AMD_pinned_memory") == 0) { if (this->opt.amdPinnedMem) { this->amdPinnedMemSupport = true; DEBUG_INFO("Using GL_AMD_pinned_memory"); } else DEBUG_INFO("GL_AMD_pinned_memory is available but not in use"); break; } } glEnable(GL_TEXTURE_2D); glEnable(GL_COLOR_MATERIAL); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); glEnable(GL_MULTISAMPLE); // generate lists for drawing this->texList = glGenLists(BUFFER_COUNT); this->mouseList = glGenLists(1); this->fpsList = glGenLists(1); this->alertList = glGenLists(1); // create the overlay textures glGenTextures(TEXTURE_COUNT, this->textures); if (check_gl_error("glGenTextures")) { LG_UNLOCK(this->formatLock); return false; } this->hasTextures = true; app_glSetSwapInterval(this->opt.vsync ? 1 : 0); if (!ImGui_ImplOpenGL2_Init()) { DEBUG_ERROR("Failed to initialize ImGui"); return false; } this->renderStarted = true; return true; } bool opengl_render(void * opaque, LG_RendererRotate rotate) { struct Inst * this = (struct Inst *)opaque; if (!this) return false; switch(configure(this)) { case CONFIG_STATUS_ERROR: DEBUG_ERROR("configure failed"); return false; case CONFIG_STATUS_NOOP : case CONFIG_STATUS_OK : if (!draw_frame(this)) return false; } glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); if (this->waiting) render_wait(this); else { bool newShape; update_mouse_shape(this, &newShape); glCallList(this->texList + this->texRIndex); draw_mouse(this); if (!this->waitDone) render_wait(this); } if (this->showFPS && this->fpsTexture) glCallList(this->fpsList); struct Alert * alert; while(ll_peek_head(this->alerts, (void **)&alert)) { if (!alert->ready) { bitmap_to_texture(alert->text, this->textures[ALERT_TEXTURE]); glNewList(this->alertList, GL_COMPILE); const int p = 4; const int w = alert->text->width + p * 2; const int h = alert->text->height + p * 2; glTranslatef(-(w / 2), -(h / 2), 0.0f); glEnable(GL_BLEND); glDisable(GL_TEXTURE_2D); glColor4f(alert->r, alert->g, alert->b, alert->a); glBegin(GL_TRIANGLE_STRIP); glVertex2i(0, 0); glVertex2i(w, 0); glVertex2i(0, h); glVertex2i(w, h); glEnd(); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, this->textures[ALERT_TEXTURE]); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glTranslatef(p, p, 0.0f); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 ); glTexCoord2f(1.0f, 0.0f); glVertex2i(alert->text->width, 0 ); glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , alert->text->height); glTexCoord2f(1.0f, 1.0f); glVertex2i(alert->text->width, alert->text->height); glEnd(); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_BLEND); glEndList(); if (!alert->useCloseFlag) alert->timeout = microtime() + 2*1000000; alert->ready = true; this->font->release(this->fontObj, alert->text); alert->text = NULL; alert->ready = true; } else { bool close = false; if (alert->useCloseFlag) close = alert->closeFlag; else if (alert->timeout < microtime()) close = true; if (close) { free(alert); ll_shift(this->alerts, NULL); continue; } } glPushMatrix(); glLoadIdentity(); glTranslatef(this->window.x / 2, this->window.y / 2, 0.0f); glScalef(this->uiScale, this->uiScale, 1.0f); glCallList(this->alertList); glPopMatrix(); break; } if (app_renderImGui()) { ImGui_ImplOpenGL2_NewFrame(); ImGui_ImplOpenGL2_RenderDrawData(igGetDrawData()); } if (this->opt.preventBuffer) { app_glSwapBuffers(); glFinish(); } else app_glSwapBuffers(); this->mouseUpdate = false; return true; } void opengl_update_fps(void * opaque, const float avgUPS, const float avgFPS) { struct Inst * this = (struct Inst *)opaque; if (!this->showFPS) return; char str[128]; snprintf(str, sizeof(str), "UPS: %8.4f, FPS: %8.4f", avgUPS, avgFPS); LG_FontBitmap *textSurface = NULL; if (!(textSurface = this->font->render(this->fontObj, 0xffffff00, str))) DEBUG_ERROR("Failed to render text"); bitmap_to_texture(textSurface, this->textures[FPS_TEXTURE]); this->fpsRect.x = 5; this->fpsRect.y = 5; this->fpsRect.w = textSurface->width; this->fpsRect.h = textSurface->height; this->font->release(this->fontObj, textSurface); this->fpsTexture = true; glNewList(this->fpsList, GL_COMPILE); glEnable(GL_BLEND); glDisable(GL_TEXTURE_2D); glColor4f(0.0f, 0.0f, 1.0f, 0.5f); glBegin(GL_TRIANGLE_STRIP); glVertex2i(this->fpsRect.x , this->fpsRect.y ); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y ); glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h); glEnd(); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, this->textures[FPS_TEXTURE]); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0.0f , 0.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y ); glTexCoord2f(1.0f , 0.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y ); glTexCoord2f(0.0f , 1.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h); glTexCoord2f(1.0f, 1.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h); glEnd(); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_BLEND); glEndList(); } void draw_torus(float x, float y, float inner, float outer, unsigned int pts) { glBegin(GL_QUAD_STRIP); for (unsigned int i = 0; i <= pts; ++i) { float angle = (i / (float)pts) * M_PI * 2.0f; glVertex2f(x + (inner * cos(angle)), y + (inner * sin(angle))); glVertex2f(x + (outer * cos(angle)), y + (outer * sin(angle))); } glEnd(); } void draw_torus_arc(float x, float y, float inner, float outer, unsigned int pts, float s, float e) { glBegin(GL_QUAD_STRIP); for (unsigned int i = 0; i <= pts; ++i) { float angle = s + ((i / (float)pts) * e); glVertex2f(x + (inner * cos(angle)), y + (inner * sin(angle))); glVertex2f(x + (outer * cos(angle)), y + (outer * sin(angle))); } glEnd(); } static void render_wait(struct Inst * this) { float a; if (this->waiting) a = 1.0f; else { uint64_t t = microtime(); if (t > this->waitFadeTime) { glDisable(GL_MULTISAMPLE); this->waitDone = true; return; } uint64_t delta = this->waitFadeTime - t; a = 1.0f / FADE_TIME * delta; } glEnable(GL_BLEND); glPushMatrix(); glLoadIdentity(); glTranslatef(this->window.x / 2.0f, this->window.y / 2.0f, 0.0f); //draw the background gradient glBegin(GL_TRIANGLE_FAN); glColor4f(0.234375f, 0.015625f, 0.425781f, a); glVertex2f(0, 0); glColor4f(0, 0, 0, a); for (unsigned int i = 0; i <= 100; ++i) { float angle = (i / (float)100) * M_PI * 2.0f; glVertex2f(cos(angle) * this->window.x, sin(angle) * this->window.y); } glEnd(); // draw the logo glColor4f(1.0f, 1.0f, 1.0f, a); glScalef (2.0f, 2.0f, 1.0f); draw_torus ( 0, 0, 40, 42, 60); draw_torus ( 0, 0, 32, 34, 60); draw_torus (-50, -3, 2, 4, 30); draw_torus ( 50, -3, 2, 4, 30); draw_torus_arc( 0, 0, 51, 49, 60, 0.0f, M_PI); glBegin(GL_QUADS); glVertex2f(-1 , 50); glVertex2f(-1 , 76); glVertex2f( 1 , 76); glVertex2f( 1 , 50); glVertex2f(-14, 76); glVertex2f(-14, 78); glVertex2f( 14, 78); glVertex2f( 14, 76); glVertex2f(-21, 83); glVertex2f(-21, 85); glVertex2f( 21, 85); glVertex2f( 21, 83); glEnd(); draw_torus_arc(-14, 83, 5, 7, 10, M_PI , M_PI / 2.0f); draw_torus_arc( 14, 83, 5, 7, 10, M_PI * 1.5f, M_PI / 2.0f); //FIXME: draw the diagnoal marks on the circle glPopMatrix(); glDisable(GL_BLEND); } const LG_Renderer LGR_OpenGL = { .get_name = opengl_get_name, .setup = opengl_setup, .create = opengl_create, .initialize = opengl_initialize, .deinitialize = opengl_deinitialize, .on_restart = opengl_on_restart, .on_resize = opengl_on_resize, .on_mouse_shape = opengl_on_mouse_shape, .on_mouse_event = opengl_on_mouse_event, .on_frame_format = opengl_on_frame_format, .on_frame = opengl_on_frame, .on_alert = opengl_on_alert, .on_help = opengl_on_help, .on_show_fps = opengl_on_show_fps, .render_startup = opengl_render_startup, .render = opengl_render, .update_fps = opengl_update_fps }; static bool _check_gl_error(unsigned int line, const char * name) { GLenum error = glGetError(); if (error == GL_NO_ERROR) return false; const char * errStr; switch (error) { case GL_INVALID_ENUM: errStr = "GL_INVALID_ENUM"; break; case GL_INVALID_VALUE: errStr = "GL_INVALID_VALUE"; break; case GL_INVALID_OPERATION: errStr = "GL_INVALID_OPERATION"; break; case GL_STACK_OVERFLOW: errStr = "GL_STACK_OVERFLOW"; break; case GL_STACK_UNDERFLOW: errStr = "GL_STACK_UNDERFLOW"; break; case GL_OUT_OF_MEMORY: errStr = "GL_OUT_OF_MEMORY"; break; case GL_TABLE_TOO_LARGE: errStr = "GL_TABLE_TOO_LARGE"; break; default: errStr = "unknown error"; } DEBUG_ERROR("%d: %s = %d (%s)", line, name, error, errStr); return true; } static enum ConfigStatus configure(struct Inst * this) { LG_LOCK(this->formatLock); if (!this->reconfigure) { LG_UNLOCK(this->formatLock); return CONFIG_STATUS_NOOP; } deconfigure(this); switch(this->format.type) { case FRAME_TYPE_BGRA: this->intFormat = GL_RGBA8; this->vboFormat = GL_BGRA; this->dataFormat = GL_UNSIGNED_BYTE; break; case FRAME_TYPE_RGBA: this->intFormat = GL_RGBA8; this->vboFormat = GL_RGBA; this->dataFormat = GL_UNSIGNED_BYTE; break; case FRAME_TYPE_RGBA10: this->intFormat = GL_RGB10_A2; this->vboFormat = GL_RGBA; this->dataFormat = GL_UNSIGNED_INT_2_10_10_10_REV; break; case FRAME_TYPE_RGBA16F: this->intFormat = GL_RGB16F; this->vboFormat = GL_RGBA; this->dataFormat = GL_HALF_FLOAT; break; default: DEBUG_ERROR("Unknown/unsupported compression type"); return CONFIG_STATUS_ERROR; } // calculate the texture size in bytes this->texSize = this->format.height * this->format.pitch; this->texPos = 0; glGenBuffers(BUFFER_COUNT, this->vboID); if (check_gl_error("glGenBuffers")) { LG_UNLOCK(this->formatLock); return false; } this->hasBuffers = true; if (this->amdPinnedMemSupport) { const int pagesize = getpagesize(); for(int i = 0; i < BUFFER_COUNT; ++i) { this->texPixels[i] = aligned_alloc(pagesize, this->texSize); if (!this->texPixels[i]) { DEBUG_ERROR("Failed to allocate memory for texture"); return CONFIG_STATUS_ERROR; } memset(this->texPixels[i], 0, this->texSize); glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, this->vboID[i]); if (check_gl_error("glBindBuffer")) { LG_UNLOCK(this->formatLock); return CONFIG_STATUS_ERROR; } glBufferData( GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, this->texSize, this->texPixels[i], GL_STREAM_DRAW ); if (check_gl_error("glBufferData")) { LG_UNLOCK(this->formatLock); return CONFIG_STATUS_ERROR; } } glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, 0); } else { for(int i = 0; i < BUFFER_COUNT; ++i) { glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[i]); if (check_gl_error("glBindBuffer")) { LG_UNLOCK(this->formatLock); return CONFIG_STATUS_ERROR; } glBufferData( GL_PIXEL_UNPACK_BUFFER, this->texSize, NULL, GL_STREAM_DRAW ); if (check_gl_error("glBufferData")) { LG_UNLOCK(this->formatLock); return CONFIG_STATUS_ERROR; } } glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); } // create the frame textures glGenTextures(BUFFER_COUNT, this->frames); if (check_gl_error("glGenTextures")) { LG_UNLOCK(this->formatLock); return CONFIG_STATUS_ERROR; } this->hasFrames = true; for(int i = 0; i < BUFFER_COUNT; ++i) { // bind and create the new texture glBindTexture(GL_TEXTURE_2D, this->frames[i]); if (check_gl_error("glBindTexture")) { LG_UNLOCK(this->formatLock); return CONFIG_STATUS_ERROR; } glTexImage2D( GL_TEXTURE_2D, 0, this->intFormat, this->format.width, this->format.height, 0, this->vboFormat, this->dataFormat, (void*)0 ); if (check_gl_error("glTexImage2D")) { LG_UNLOCK(this->formatLock); return CONFIG_STATUS_ERROR; } // 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); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // create the display lists glNewList(this->texList + i, GL_COMPILE); glBindTexture(GL_TEXTURE_2D, this->frames[i]); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 ); glTexCoord2f(1.0f, 0.0f); glVertex2i(this->format.width, 0 ); glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , this->format.height); glTexCoord2f(1.0f, 1.0f); glVertex2i(this->format.width, this->format.height); glEnd(); glBindTexture(GL_TEXTURE_2D, 0); glEndList(); } glBindTexture(GL_TEXTURE_2D, 0); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); this->drawStart = nanotime(); this->configured = true; this->reconfigure = false; LG_UNLOCK(this->formatLock); return CONFIG_STATUS_OK; } static void deconfigure(struct Inst * this) { if (this->hasFrames) { glDeleteTextures(BUFFER_COUNT, this->frames); this->hasFrames = false; } if (this->hasBuffers) { glDeleteBuffers(BUFFER_COUNT, this->vboID); this->hasBuffers = false; } if (this->amdPinnedMemSupport) { for(int i = 0; i < BUFFER_COUNT; ++i) { if (this->fences[i]) { glDeleteSync(this->fences[i]); this->fences[i] = NULL; } if (this->texPixels[i]) { free(this->texPixels[i]); this->texPixels[i] = NULL; } } } this->configured = false; } static void update_mouse_shape(struct Inst * this, bool * newShape) { LG_LOCK(this->mouseLock); *newShape = this->newShape; if (!this->newShape) { LG_UNLOCK(this->mouseLock); return; } const LG_RendererCursor cursor = this->mouseCursor; const int width = this->mouseWidth; const int height = this->mouseHeight; const int pitch = this->mousePitch; const uint8_t * data = this->mouseData; // tmp buffer for masked colour uint32_t tmp[width * height]; this->mouseType = cursor; switch(cursor) { case LG_CURSOR_MASKED_COLOR: for(int i = 0; i < width * height; ++i) { const uint32_t c = ((uint32_t *)data)[i]; tmp[i] = (c & ~0xFF000000) | (c & 0xFF000000 ? 0x0 : 0xFF000000); } data = (uint8_t *)tmp; // fall through to LG_CURSOR_COLOR // // technically we should also create an XOR texture from the data but this // usage seems very rare in modern software. case LG_CURSOR_COLOR: { glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]); glPixelStorei(GL_UNPACK_ALIGNMENT , 4 ); glPixelStorei(GL_UNPACK_ROW_LENGTH, width); glTexImage2D ( GL_TEXTURE_2D, 0 , GL_RGBA, width , height , 0 , GL_BGRA, // windows cursors are in BGRA format GL_UNSIGNED_BYTE, data ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); this->mousePos.w = width; this->mousePos.h = height; glNewList(this->mouseList, GL_COMPILE); glEnable(GL_BLEND); glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 ); glTexCoord2f(1.0f, 0.0f); glVertex2i(width, 0 ); glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , height); glTexCoord2f(1.0f, 1.0f); glVertex2i(width, height); glEnd(); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_BLEND); glEndList(); break; } case LG_CURSOR_MONOCHROME: { const int hheight = height / 2; uint32_t d[width * height]; for(int y = 0; y < hheight; ++y) for(int x = 0; x < width; ++x) { const uint8_t * srcAnd = data + (pitch * y) + (x / 8); const uint8_t * srcXor = srcAnd + pitch * hheight; const uint8_t mask = 0x80 >> (x % 8); const uint32_t andMask = (*srcAnd & mask) ? 0xFFFFFFFF : 0xFF000000; const uint32_t xorMask = (*srcXor & mask) ? 0x00FFFFFF : 0x00000000; d[y * width + x ] = andMask; d[y * width + x + width * hheight] = xorMask; } glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]); glPixelStorei(GL_UNPACK_ALIGNMENT , 4 ); glPixelStorei(GL_UNPACK_ROW_LENGTH, width); glTexImage2D ( GL_TEXTURE_2D, 0 , GL_RGBA, width , height , 0 , GL_RGBA, GL_UNSIGNED_BYTE, d ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); this->mousePos.w = width; this->mousePos.h = hheight; glNewList(this->mouseList, GL_COMPILE); glEnable(GL_COLOR_LOGIC_OP); glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]); glLogicOp(GL_AND); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 ); glTexCoord2f(1.0f, 0.0f); glVertex2i(width, 0 ); glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , hheight); glTexCoord2f(1.0f, 0.5f); glVertex2i(width, hheight); glEnd(); glLogicOp(GL_XOR); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , 0 ); glTexCoord2f(1.0f, 0.5f); glVertex2i(width, 0 ); glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , hheight); glTexCoord2f(1.0f, 1.0f); glVertex2i(width, hheight); glEnd(); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_COLOR_LOGIC_OP); glEndList(); break; } } this->mouseUpdate = true; LG_UNLOCK(this->mouseLock); } static bool opengl_buffer_fn(void * opaque, const void * data, size_t size) { struct Inst * this = (struct Inst *)opaque; // update the buffer, this performs a DMA transfer if possible glBufferSubData( GL_PIXEL_UNPACK_BUFFER, this->texPos, size, data ); check_gl_error("glBufferSubData"); this->texPos += size; return true; } static bool draw_frame(struct Inst * this) { if (glIsSync(this->fences[this->texWIndex])) { switch(glClientWaitSync(this->fences[this->texWIndex], 0, GL_TIMEOUT_IGNORED)) { case GL_ALREADY_SIGNALED: break; case GL_CONDITION_SATISFIED: DEBUG_WARN("Had to wait for the sync"); break; case GL_TIMEOUT_EXPIRED: DEBUG_WARN("Timeout expired, DMA transfers are too slow!"); break; case GL_WAIT_FAILED: DEBUG_ERROR("Wait failed %d", glGetError()); break; } glDeleteSync(this->fences[this->texWIndex]); this->fences[this->texWIndex] = NULL; this->texRIndex = this->texWIndex; if (++this->texWIndex == BUFFER_COUNT) this->texWIndex = 0; } LG_LOCK(this->frameLock); if (!atomic_exchange_explicit(&this->frameUpdate, false, memory_order_acquire)) { LG_UNLOCK(this->frameLock); return true; } LG_LOCK(this->formatLock); glBindTexture(GL_TEXTURE_2D, this->frames[this->texWIndex]); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[this->texWIndex]); const int bpp = this->format.bpp / 8; glPixelStorei(GL_UNPACK_ALIGNMENT , bpp); glPixelStorei(GL_UNPACK_ROW_LENGTH, this->format.width); this->texPos = 0; framebuffer_read_fn( this->frame, this->format.height, this->format.width, bpp, this->format.pitch, opengl_buffer_fn, this ); LG_UNLOCK(this->frameLock); // update the texture glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, this->format.width , this->format.height, this->vboFormat, this->dataFormat, (void*)0 ); if (check_gl_error("glTexSubImage2D")) { DEBUG_ERROR("texWIndex: %u, width: %u, height: %u, vboFormat: %x, texSize: %lu", this->texWIndex, this->format.width, this->format.height, this->vboFormat, this->texSize ); } // unbind the buffer glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); const bool mipmap = this->opt.mipmap && ( (this->format.width > this->destRect.w) || (this->format.height > this->destRect.h)); 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); } glBindTexture(GL_TEXTURE_2D, 0); // set a fence so we don't overwrite a buffer in use this->fences[this->texWIndex] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); glFlush(); LG_UNLOCK(this->formatLock); this->texReady = true; return true; } static void draw_mouse(struct Inst * this) { if (!this->mouseVisible) return; glPushMatrix(); glTranslatef(this->mousePos.x, this->mousePos.y, 0.0f); glCallList(this->mouseList); glPopMatrix(); }