/* Looking Glass - KVM FrameRelay (KVMFR) Client Copyright (C) 2017 Geoffrey McRae https://looking-glass.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 */ #include "lg-renderer.h" #include #include #include #include #include #define GL_GLEXT_PROTOTYPES #include #include #include #include "debug.h" #include "utils.h" #include "lg-decoders.h" #define BUFFER_COUNT 2 #define FPS_TEXTURE 0 #define MOUSE_TEXTURE 1 #define TEXTURE_COUNT 2 struct Options { bool mipmap; bool vsync; bool preventBuffer; bool amdPinnedMem; }; static struct Options defaultOptions = { .mipmap = true, .vsync = true, .preventBuffer = true, .amdPinnedMem = true, }; struct Inst { LG_RendererParams params; struct Options opt; bool amdPinnedMemSupport; bool preConfigured; bool configured; bool reconfigure; SDL_GLContext glContext; SDL_Point window; bool resizeWindow; bool frameUpdate; LG_Lock formatLock; LG_RendererFormat format; GLuint intFormat; GLuint vboFormat; size_t texSize; const LG_Decoder* decoder; void * decoderData; uint64_t drawStart; bool hasBuffers; GLuint vboID[BUFFER_COUNT]; uint8_t * texPixels[BUFFER_COUNT]; LG_Lock syncLock; bool texReady; int texIndex; int texList; int fpsList; int mouseList; LG_RendererRect destRect; bool hasTextures, hasFrames; GLuint frames[BUFFER_COUNT]; GLsync fences[BUFFER_COUNT]; void * decoderFrames[BUFFER_COUNT]; GLuint textures[TEXTURE_COUNT]; bool fpsTexture; uint64_t lastFrameTime; uint64_t renderTime; uint64_t frameCount; uint64_t renderCount; SDL_Rect fpsRect; LG_Lock mouseLock; LG_RendererCursor mouseCursor; int mouseWidth; int mouseHeight; int mousePitch; uint8_t * mouseData; size_t mouseDataSize; bool mouseUpdate; bool newShape; uint64_t lastMouseDraw; LG_RendererCursor mouseType; bool mouseVisible; SDL_Rect mousePos; }; static bool _check_gl_error(unsigned int line, const char * name); #define check_gl_error(name) _check_gl_error(__LINE__, name) static void deconfigure(struct Inst * this); static bool pre_configure(struct Inst * this, SDL_Window *window); static bool configure(struct Inst * this, SDL_Window *window); 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(); const char * opengl_get_name() { return "OpenGL"; } bool opengl_create(void ** opaque, const LG_RendererParams params) { // 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)); memcpy(&this->opt , &defaultOptions, sizeof(struct Options )); LG_LOCK_INIT(this->formatLock); LG_LOCK_INIT(this->syncLock ); LG_LOCK_INIT(this->mouseLock ); return true; } bool opengl_initialize(void * opaque, Uint32 * sdlFlags) { struct Inst * this = (struct Inst *)opaque; if (!this) return false; *sdlFlags = SDL_WINDOW_OPENGL; SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); return true; } void opengl_deinitialize(void * opaque) { struct Inst * this = (struct Inst *)opaque; if (!this) return; deconfigure(this); if (this->mouseData) free(this->mouseData); LG_LOCK_FREE(this->formatLock); LG_LOCK_FREE(this->syncLock ); LG_LOCK_FREE(this->mouseLock ); free(this); } void opengl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect) { struct Inst * this = (struct Inst *)opaque; if (!this) return; this->window.x = width; this->window.y = height; memcpy(&this->destRect, &destRect, sizeof(LG_RendererRect)); this->resizeWindow = true; } 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_event(void * opaque, const LG_RendererFormat format, const uint8_t * data) { struct Inst * this = (struct Inst *)opaque; if (!this) { DEBUG_ERROR("Invalid opaque pointer"); return false; } LG_LOCK(this->formatLock); if (this->reconfigure) { LG_UNLOCK(this->formatLock); return true; } if (!this->configured || this->format.comp != format.comp || this->format.width != format.width || this->format.height != format.height || this->format.stride != format.stride || this->format.bpp != format.bpp ) { memcpy(&this->format, &format, sizeof(LG_RendererFormat)); this->reconfigure = true; LG_UNLOCK(this->formatLock); return true; } LG_UNLOCK(this->formatLock); LG_LOCK(this->syncLock); if (!this->decoder->decode(this->decoderData, data, format.pitch)) { DEBUG_ERROR("decode returned failure"); LG_UNLOCK(this->syncLock); return false; } this->frameUpdate = true; LG_UNLOCK(this->syncLock); ++this->frameCount; return true; } bool opengl_render(void * opaque, SDL_Window * window) { struct Inst * this = (struct Inst *)opaque; if (!this) return false; if (!pre_configure(this, window)) return false; if (this->resizeWindow) { // setup the projection matrix glViewport(0, 0, this->window.x, this->window.y); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0, this->window.x, this->window.y, 0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); 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 ); this->resizeWindow = false; } if (!configure(this, window)) { render_wait(); SDL_GL_SwapWindow(window); return true; } if (!draw_frame(this)) return false; if (!this->texReady) { render_wait(); SDL_GL_SwapWindow(window); return true; } if (this->params.showFPS && this->renderTime > 1e9) { char str[128]; const float avgFPS = 1000.0f / (((float)this->renderTime / this->frameCount ) / 1e6f); const float renderFPS = 1000.0f / (((float)this->renderTime / this->renderCount) / 1e6f); snprintf(str, sizeof(str), "UPS: %8.4f, FPS: %8.4f", avgFPS, renderFPS); 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"); LG_UNLOCK(this->formatLock); return false; } glBindTexture(GL_TEXTURE_2D , this->textures[FPS_TEXTURE]); 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->renderCount = 0; this->fpsTexture = true; glNewList(this->fpsList, GL_COMPILE); glPushMatrix(); glLoadIdentity(); 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(); glDisable(GL_BLEND); glPopMatrix(); glEndList(); } bool newShape; update_mouse_shape(this, &newShape); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glCallList(this->texList + this->texIndex); draw_mouse(this); if (this->fpsTexture) glCallList(this->fpsList); if (this->opt.preventBuffer) { SDL_GL_SwapWindow(window); glFinish(); } else SDL_GL_SwapWindow(window); const uint64_t t = nanotime(); this->renderTime += t - this->lastFrameTime; this->lastFrameTime = t; ++this->renderCount; this->mouseUpdate = false; this->lastMouseDraw = t; return true; } static void render_wait() { glClearColor(0.0f, 0.0f, 1.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); } static void handle_opt_mipmap(void * opaque, const char *value) { struct Inst * this = (struct Inst *)opaque; if (!this) return; this->opt.mipmap = LG_RendererValueToBool(value); } static void handle_opt_vsync(void * opaque, const char *value) { struct Inst * this = (struct Inst *)opaque; if (!this) return; this->opt.vsync = LG_RendererValueToBool(value); } static void handle_opt_prevent_buffer(void * opaque, const char *value) { struct Inst * this = (struct Inst *)opaque; if (!this) return; this->opt.preventBuffer = LG_RendererValueToBool(value); } static void handle_opt_amd_pinned_mem(void * opaque, const char *value) { struct Inst * this = (struct Inst *)opaque; if (!this) return; this->opt.amdPinnedMem = LG_RendererValueToBool(value); } static LG_RendererOpt opengl_options[] = { { .name = "mipmap", .desc = "Enable or disable mipmapping [default: enabled]", .validator = LG_RendererValidatorBool, .handler = handle_opt_mipmap }, { .name = "vsync", .desc ="Enable or disable vsync [default: enabled]", .validator = LG_RendererValidatorBool, .handler = handle_opt_vsync }, { .name = "preventBuffer", .desc = "Prevent the driver from buffering frames [default: disabled]", .validator = LG_RendererValidatorBool, .handler = handle_opt_prevent_buffer }, { .name = "amdPinnedMem", .desc = "Use GL_AMD_pinned_memory if it is available [default: enabled]", .validator = LG_RendererValidatorBool, .handler = handle_opt_amd_pinned_mem } }; const LG_Renderer LGR_OpenGL = { .get_name = opengl_get_name, .options = opengl_options, .option_count = LGR_OPTION_COUNT(opengl_options), .create = opengl_create, .initialize = opengl_initialize, .deinitialize = opengl_deinitialize, .on_resize = opengl_on_resize, .on_mouse_shape = opengl_on_mouse_shape, .on_mouse_event = opengl_on_mouse_event, .on_frame_event = opengl_on_frame_event, .render = opengl_render }; static bool _check_gl_error(unsigned int line, const char * name) { GLenum error = glGetError(); if (error == GL_NO_ERROR) return false; const GLubyte * errStr = gluErrorString(error); DEBUG_ERROR("%d: %s = %d (%s)", line, name, error, errStr); return true; } static bool pre_configure(struct Inst * this, SDL_Window *window) { if (this->preConfigured) return true; this->glContext = SDL_GL_CreateContext(window); if (!this->glContext) { DEBUG_ERROR("Failed to create the OpenGL context"); return false; } 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; } } SDL_GL_SetSwapInterval(this->opt.vsync ? 1 : 0); this->preConfigured = true; return true; } static bool configure(struct Inst * this, SDL_Window *window) { LG_LOCK(this->formatLock); if (!this->reconfigure) { LG_UNLOCK(this->formatLock); return this->configured; } if (this->configured) deconfigure(this); switch(this->format.comp) { case LG_COMPRESSION_NONE: this->decoder = &LGD_NULL; break; default: DEBUG_ERROR("Unknown/unsupported compression type"); return false; } DEBUG_INFO("Using decoder: %s", this->decoder->name); if (!this->decoder->create(&this->decoderData)) { DEBUG_ERROR("Failed to create the decoder"); return false; } if (!this->decoder->initialize( this->decoderData, this->format, window)) { DEBUG_ERROR("Failed to initialize decoder"); return false; } switch(this->decoder->get_out_format(this->decoderData)) { case LG_OUTPUT_BGRA: this->intFormat = GL_RGBA8; this->vboFormat = GL_BGRA; break; case LG_OUTPUT_YUV420: // fixme this->intFormat = GL_RGBA8; this->vboFormat = GL_BGRA; break; default: DEBUG_ERROR("Format not supported"); LG_UNLOCK(this->formatLock); return false; } // calculate the texture size in bytes this->texSize = this->format.height * this->decoder->get_frame_pitch(this->decoderData); // generate lists for drawing this->texList = glGenLists(BUFFER_COUNT); this->fpsList = glGenLists(1); this->mouseList = glGenLists(1); // generate the pixel unpack buffers if the decoder isn't going to do it for us if (!this->decoder->has_gl) { 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(); this->texPixels[0] = memalign(pagesize, this->texSize * BUFFER_COUNT); memset(this->texPixels[0], 0, this->texSize * BUFFER_COUNT); for(int i = 1; i < BUFFER_COUNT; ++i) this->texPixels[i] = this->texPixels[0] + this->texSize; for(int i = 0; i < BUFFER_COUNT; ++i) { glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, this->vboID[i]); if (check_gl_error("glBindBuffer")) { LG_UNLOCK(this->formatLock); return false; } 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 false; } } 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 false; } glBufferData( GL_PIXEL_UNPACK_BUFFER, this->texSize, NULL, GL_STREAM_DRAW ); if (check_gl_error("glBufferData")) { LG_UNLOCK(this->formatLock); return false; } } glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); } } // create the overlay textures glGenTextures(TEXTURE_COUNT, this->textures); if (check_gl_error("glGenTextures")) { LG_UNLOCK(this->formatLock); return false; } this->hasTextures = true; // create the frame textures glGenTextures(BUFFER_COUNT, this->frames); if (check_gl_error("glGenTextures")) { LG_UNLOCK(this->formatLock); return false; } 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 false; } glTexImage2D( GL_TEXTURE_2D, 0, this->intFormat, this->format.width, this->format.height, 0, this->vboFormat, GL_UNSIGNED_BYTE, (void*)0 ); if (check_gl_error("glTexImage2D")) { LG_UNLOCK(this->formatLock); return false; } if (this->decoder->has_gl) { if (!this->decoder->init_gl_texture( this->decoderData, GL_TEXTURE_2D, this->frames[i], &this->decoderFrames[i])) { LG_UNLOCK(this->formatLock); return false; } } else { // 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(); glEndList(); } glBindTexture(GL_TEXTURE_2D, 0); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); 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(); this->configured = true; this->reconfigure = false; LG_UNLOCK(this->formatLock); return true; } static void deconfigure(struct Inst * this) { if (!this->configured) return; if (this->hasTextures) { glDeleteTextures(TEXTURE_COUNT, this->textures); this->hasTextures = false; } if (this->hasFrames) { if (this->decoder->has_gl) { for(int i = 0; i < BUFFER_COUNT; ++i) { if (this->decoderFrames[i]) this->decoder->free_gl_texture( this->decoderData, this->decoderFrames[i] ); this->decoderFrames[i] = NULL; } } glDeleteTextures(BUFFER_COUNT, this->frames); this->hasFrames = false; } if (this->hasBuffers) { glDeleteBuffers(BUFFER_COUNT, this->vboID); this->hasBuffers = false; } if (this->amdPinnedMemSupport) { if (this->texPixels[0]) free(this->texPixels[0]); for(int i = 0; i < BUFFER_COUNT; ++i) { if (this->fences[i]) { glDeleteSync(this->fences[i]); this->fences[i] = NULL; } this->texPixels[i] = NULL; } } if (this->glContext) { SDL_GL_DeleteContext(this->glContext); this->glContext = NULL; } if (this->decoderData) { this->decoder->destroy(this->decoderData); this->decoderData = 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(); glDisable(GL_COLOR_LOGIC_OP); glEndList(); break; } } this->mouseUpdate = true; LG_UNLOCK(this->mouseLock); } static bool draw_frame(struct Inst * this) { LG_LOCK(this->syncLock); if (!this->frameUpdate) { LG_UNLOCK(this->syncLock); return true; } if (++this->texIndex == BUFFER_COUNT) this->texIndex = 0; this->frameUpdate = false; LG_UNLOCK(this->syncLock); LG_LOCK(this->formatLock); if (this->decoder->has_gl) { if (!this->decoder->update_gl_texture( this->decoderData, this->decoderFrames[this->texIndex] )) { LG_UNLOCK(this->formatLock); DEBUG_ERROR("Failed to update the texture from the decoder"); return false; } } else { if (glIsSync(this->fences[this->texIndex])) { switch(glClientWaitSync(this->fences[this->texIndex], 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 %s", gluErrorString(glGetError())); break; } glDeleteSync(this->fences[this->texIndex]); this->fences[this->texIndex] = NULL; } const uint8_t * data = this->decoder->get_buffer(this->decoderData); if (!data) { LG_UNLOCK(this->formatLock); DEBUG_ERROR("Failed to get the buffer from the decoder"); return false; } glBindTexture(GL_TEXTURE_2D, this->frames[this->texIndex]); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[this->texIndex]); glPixelStorei(GL_UNPACK_ALIGNMENT , 4); glPixelStorei(GL_UNPACK_ROW_LENGTH , this->decoder->get_frame_stride(this->decoderData) ); // update the buffer, this performs a DMA transfer if possible glBufferSubData( GL_PIXEL_UNPACK_BUFFER, 0, this->texSize, data ); check_gl_error("glBufferSubData"); // update the texture glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, this->format.width , this->format.height, this->vboFormat, GL_UNSIGNED_BYTE, (void*)0 ); if (check_gl_error("glTexSubImage2D")) { DEBUG_ERROR("texIndex: %u, width: %u, height: %u, vboFormat: %x, texSize: %lu", this->texIndex, this->format.width, this->format.height, this->vboFormat, this->texSize ); } // set a fence so we don't overwrite a buffer in use this->fences[this->texIndex] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); // 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)); glBindTexture(GL_TEXTURE_2D, this->frames[this->texIndex]); 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); 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(); }