#include "lg-renderer.h" #include #include #include #include #define GL_GLEXT_PROTOTYPES #include #include #include #include "debug.h" #include "memcpySSE.h" #include "utils.h" #define VBO_BUFFERS 2 static PFNGLXGETVIDEOSYNCSGIPROC glXGetVideoSyncSGI = NULL; static PFNGLXWAITVIDEOSYNCSGIPROC glXWaitVideoSyncSGI = NULL; static PFNGLXSWAPINTERVALSGIPROC glXSwapIntervalSGI = NULL; struct LGR_OpenGL { LG_RendererParams params; bool initialized; SDL_GLContext glContext; bool resizeWindow; LG_RendererFormat format; GLuint intFormat; GLuint vboFormat; size_t texSize; uint64_t drawStart; bool hasBuffers; GLuint vboID[VBO_BUFFERS]; uint8_t * texPixels[VBO_BUFFERS]; int texIndex; int texList; int fpsList; LG_RendererRect destRect; bool hasTextures; GLuint vboTex[VBO_BUFFERS + 1]; // extra texture for FPS uint gpuFrameCount; bool fpsTexture; uint64_t lastFrameTime; uint64_t renderTime; uint64_t frameCount; SDL_Rect fpsRect; }; void lgr_opengl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect); 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) { // 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; memcpy(&this->params, ¶ms, sizeof(LG_RendererParams)); this->glContext = SDL_GL_CreateContext(params.window); if (!this->glContext) { DEBUG_ERROR("Failed to create the OpenGL context"); return false; } if (SDL_GL_MakeCurrent(params.window, this->glContext) != 0) { DEBUG_ERROR("Failed to make the GL context current"); return false; } if (!glXGetVideoSyncSGI) { glXGetVideoSyncSGI = (PFNGLXGETVIDEOSYNCSGIPROC )glXGetProcAddress((const GLubyte *)"glXGetVideoSyncSGI" ); glXWaitVideoSyncSGI = (PFNGLXWAITVIDEOSYNCSGIPROC)glXGetProcAddress((const GLubyte *)"glXWaitVideoSyncSGI"); glXSwapIntervalSGI = (PFNGLXSWAPINTERVALSGIPROC )glXGetProcAddress((const GLubyte *)"glXSwapIntervalSGI" ); if (!glXGetVideoSyncSGI || !glXWaitVideoSyncSGI || !glXSwapIntervalSGI) { glXGetVideoSyncSGI = NULL; DEBUG_ERROR("Failed to get proc addresses"); return false; } } SDL_GL_SetSwapInterval(params.vsync ? 1 : 0); // 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; } // 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 lists for drawing this->texList = glGenLists(2); this->fpsList = glGenLists(1); // 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 + (params.showFPS ? 1 : 0), 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); glEnable(GL_COLOR_MATERIAL); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); this->resizeWindow = true; this->drawStart = nanotime(); // 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); if (this->glContext) SDL_GL_DeleteContext(this->glContext); 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); } void lgr_opengl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect) { struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque; if (!this || !this->initialized) return; this->params.width = width; this->params.height = height; memcpy(&this->destRect, &destRect, sizeof(LG_RendererRect)); this->resizeWindow = true; } bool lgr_opengl_render(void * opaque, const uint8_t * data, bool resample) { struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque; if (!this || !this->initialized) return false; if (SDL_GL_MakeCurrent(this->params.window, this->glContext) != 0) { DEBUG_ERROR("Failed to make the GL context current"); return false; } if (this->resizeWindow) { // setup the projection matrix glViewport(0, 0, this->params.width, this->params.height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0, this->params.width, this->params.height, 0); glMatrixMode(GL_MODELVIEW); // update the display lists for(int i = 0; i < VBO_BUFFERS; ++i) { glNewList(this->texList + i, GL_COMPILE); glBindTexture(GL_TEXTURE_2D, this->vboTex[i]); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0.0f, 0.0f); glVertex2i(this->destRect.x , this->destRect.y ); glTexCoord2f(1.0f, 0.0f); glVertex2i(this->destRect.x + this->destRect.w, this->destRect.y ); glTexCoord2f(0.0f, 1.0f); glVertex2i(this->destRect.x , this->destRect.y + this->destRect.h); glTexCoord2f(1.0f, 1.0f); glVertex2i(this->destRect.x + this->destRect.w, this->destRect.y + this->destRect.h); glEnd(); glEndList(); } this->resizeWindow = false; } glClear(GL_COLOR_BUFFER_BIT); if (this->params.showFPS && this->renderTime > 1e9) { char str[128]; const float avgFPS = 1000.0f / (((float)this->renderTime / this->frameCount) / 1e6f); snprintf(str, sizeof(str), "FPS: %8.4f", avgFPS); SDL_Color color = {0xff, 0xff, 0xff}; SDL_Surface *textSurface = NULL; if (!(textSurface = TTF_RenderText_Blended(this->params.font, str, color))) { DEBUG_ERROR("Failed to render text"); return false; } glBindTexture(GL_TEXTURE_2D , this->vboTex[VBO_BUFFERS]); glPixelStorei(GL_UNPACK_ALIGNMENT , 4 ); glPixelStorei(GL_UNPACK_ROW_LENGTH, textSurface->w ); glTexImage2D( GL_TEXTURE_2D, 0, textSurface->format->BytesPerPixel, textSurface->w, textSurface->h, 0, GL_BGRA, GL_UNSIGNED_BYTE, textSurface->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); this->fpsRect.x = 5; this->fpsRect.y = 5; this->fpsRect.w = textSurface->w; this->fpsRect.h = textSurface->h; SDL_FreeSurface(textSurface); this->renderTime = 0; this->frameCount = 0; 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->vboTex[VBO_BUFFERS]); 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(); glDisable(GL_BLEND); glEndList(); } // 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 ); // update the texture 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 > this->destRect.w) || (this->format.height > this->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 glCallList(this->texList + this->texIndex); if (this->fpsTexture) glCallList(this->fpsList); ++this->frameCount; SDL_GL_SwapWindow(this->params.window); glFlush(); // wait until the frame has been presented, this is to avoid the video card // buffering frames, we would rather skip a frame then fall behind the guest uint count; glXGetVideoSyncSGI(&count); if (this->gpuFrameCount == count) { uint remainder; glXWaitVideoSyncSGI(count, 1, &remainder); this->gpuFrameCount = count + 1; } else this->gpuFrameCount = count; const uint64_t t = nanotime(); this->renderTime += t - this->lastFrameTime; this->lastFrameTime = t; 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, .on_resize = lgr_opengl_on_resize, .render = lgr_opengl_render };