LookingGlass/client/renderers/opengl.c
Geoffrey McRae 695822bd6d [client] redesign of the renderer archiceture for mt support
This is the first of two commits that completely turn the rendering code
on it's head. This change set decouples the guest's capture rate from
the host's render rate for both cursor and frame updates. This helps
prevent the host application from stalling when waiting for frame draws
when all it want's to do is send cursor updates.

* Breaks OpenGL-Basic for now
2017-12-20 00:53:45 +11:00

937 lines
26 KiB
C

/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
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 <stdint.h>
#include <stdbool.h>
#include <unistd.h>
#include <SDL2/SDL_ttf.h>
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glx.h>
#include "debug.h"
#include "memcpySSE.h"
#include "utils.h"
#define BUFFER_COUNT 2
#define FRAME_TEXTURE 0
#define FPS_TEXTURE 1
#define MOUSE_TEXTURE 2
#define TEXTURE_COUNT 3
static PFNGLXGETVIDEOSYNCSGIPROC glXGetVideoSyncSGI = NULL;
static PFNGLXWAITVIDEOSYNCSGIPROC glXWaitVideoSyncSGI = NULL;
struct Options
{
bool mipmap;
bool vsync;
bool preventBuffer;
};
static struct Options defaultOptions =
{
.mipmap = true,
.vsync = true,
.preventBuffer = true,
};
struct Inst
{
LG_RendererParams params;
struct Options opt;
bool configured;
bool reconfigure;
SDL_GLContext glContext;
bool doneInfo;
SDL_Point window;
bool resizeWindow;
bool frameUpdate;
volatile int formatLock;
LG_RendererFormat format;
GLuint intFormat;
GLuint vboFormat;
size_t texSize;
uint64_t drawStart;
bool hasBuffers;
GLuint vboID[1];
uint8_t * texPixels[BUFFER_COUNT];
volatile int syncLock;
int texIndex, wTexIndex;
int texList;
int fpsList;
int mouseList;
LG_RendererRect destRect;
bool hasTextures;
GLuint textures[TEXTURE_COUNT];
uint gpuFrameCount;
bool fpsTexture;
uint64_t lastFrameTime;
uint64_t renderTime;
uint64_t frameCount;
uint64_t renderCount;
SDL_Rect fpsRect;
volatile int 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 configure(struct Inst * this, SDL_Window *window);
static void update_mouse_shape(struct Inst * this, bool * newShape);
static bool draw_frame(struct Inst * this, bool * frameUpdate);
static void draw_mouse(struct Inst * this);
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, &params , sizeof(LG_RendererParams));
memcpy(&this->opt , &defaultOptions, sizeof(struct Options ));
return true;
}
bool opengl_initialize(void * opaque, Uint32 * sdlFlags)
{
struct Inst * this = (struct Inst *)opaque;
if (!this)
return false;
if (!glXGetVideoSyncSGI)
{
glXGetVideoSyncSGI = (PFNGLXGETVIDEOSYNCSGIPROC )glXGetProcAddress((const GLubyte *)"glXGetVideoSyncSGI" );
glXWaitVideoSyncSGI = (PFNGLXWAITVIDEOSYNCSGIPROC)glXGetProcAddress((const GLubyte *)"glXWaitVideoSyncSGI");
if (!glXGetVideoSyncSGI || !glXWaitVideoSyncSGI)
{
glXGetVideoSyncSGI = NULL;
DEBUG_ERROR("Failed to get proc addresses");
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);
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;
while(__sync_lock_test_and_set(&this->mouseLock, 1));
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;
__sync_lock_release(&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;
}
while(__sync_lock_test_and_set(&this->formatLock, 1));
if (this->reconfigure)
{
__sync_lock_release(&this->formatLock);
return true;
}
if (!this->configured || memcmp(&this->format, &format, sizeof(LG_RendererFormat)) != 0)
{
memcpy(&this->format, &format, sizeof(LG_RendererFormat));
this->reconfigure = true;
__sync_lock_release(&this->formatLock);
return true;
}
__sync_lock_release(&this->formatLock);
// lock, perform the update, then unlock
while(__sync_lock_test_and_set(&this->syncLock, 1));
memcpySSE(this->texPixels[this->wTexIndex], data, this->texSize);
this->frameUpdate = true;
__sync_lock_release(&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 (!configure(this, window))
return true;
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
);
// update the scissor rect to prevent drawing outside of the frame
glScissor(
this->destRect.x,
this->destRect.y,
this->destRect.w,
this->destRect.h
);
this->resizeWindow = false;
}
bool frameUpdate;
if (!draw_frame(this, &frameUpdate))
return false;
bool newShape;
update_mouse_shape(this, &newShape);
glDisable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
glCallList(this->texList + this->texIndex);
draw_mouse(this);
if (this->fpsTexture)
glCallList(this->fpsList);
if (this->opt.preventBuffer)
{
unsigned int before, after;
glXGetVideoSyncSGI(&before);
SDL_GL_SwapWindow(window);
// wait for the swap to happen to ensure we dont buffer frames //
glXGetVideoSyncSGI(&after);
if (before == after)
glXWaitVideoSyncSGI(1, 0, &before);
}
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 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 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: enabled]",
.validator = LG_RendererValidatorBool,
.handler = handle_opt_prevent_buffer
}
};
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 configure(struct Inst * this, SDL_Window *window)
{
while(__sync_lock_test_and_set(&this->formatLock, 1));
if (!this->reconfigure)
{
__sync_lock_release(&this->formatLock);
return this->configured;
}
if (this->configured)
deconfigure(this);
this->glContext = SDL_GL_CreateContext(window);
if (!this->glContext)
{
DEBUG_ERROR("Failed to create the OpenGL context");
__sync_lock_release(&this->formatLock);
return false;
}
if (!this->doneInfo)
{
DEBUG_INFO("Vendor : %s", glGetString(GL_VENDOR ));
DEBUG_INFO("Renderer: %s", glGetString(GL_RENDERER));
DEBUG_INFO("Version : %s", glGetString(GL_VERSION ));
this->doneInfo = true;
}
SDL_GL_SetSwapInterval(this->opt.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");
__sync_lock_release(&this->formatLock);
return false;
}
// assume 24 and 32 bit formats are RGB and RGBA
switch(this->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", this->format.bpp);
__sync_lock_release(&this->formatLock);
return false;
}
// calculate the texture size in bytes
this->texSize = this->format.height * this->format.pitch;
// generate lists for drawing
this->texList = glGenLists(BUFFER_COUNT);
this->fpsList = glGenLists(1);
this->mouseList = glGenLists(1);
// generate the pixel unpack buffers
glGenBuffers(1, this->vboID);
if (check_gl_error("glGenBuffers"))
{
__sync_lock_release(&this->formatLock);
return false;
}
this->hasBuffers = true;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[0]);
if (check_gl_error("glBindBuffer"))
{
__sync_lock_release(&this->formatLock);
return false;
}
glBufferStorage(
GL_PIXEL_UNPACK_BUFFER,
this->texSize * BUFFER_COUNT,
NULL,
GL_MAP_WRITE_BIT |
GL_MAP_PERSISTENT_BIT
);
if (check_gl_error("glBufferStorage"))
{
__sync_lock_release(&this->formatLock);
return false;
}
this->texPixels[0] = glMapBufferRange(
GL_PIXEL_UNPACK_BUFFER,
0,
this->texSize * BUFFER_COUNT,
GL_MAP_WRITE_BIT |
GL_MAP_PERSISTENT_BIT |
GL_MAP_FLUSH_EXPLICIT_BIT
);
if (check_gl_error("glMapBufferRange"))
{
__sync_lock_release(&this->formatLock);
return false;
}
for(int i = 1; i < BUFFER_COUNT; ++i)
this->texPixels[i] = this->texPixels[i-1] + this->texSize;
// create the textures
glGenTextures(TEXTURE_COUNT, this->textures);
if (check_gl_error("glGenTextures"))
{
__sync_lock_release(&this->formatLock);
return false;
}
this->hasTextures = true;
// create the frame texture
glBindTexture(GL_TEXTURE_2D, this->textures[FRAME_TEXTURE]);
if (check_gl_error("glBindTexture"))
{
__sync_lock_release(&this->formatLock);
return false;
}
glTexImage2D(
GL_TEXTURE_2D,
0,
this->intFormat,
this->format.width,
this->format.height * BUFFER_COUNT,
0,
this->vboFormat,
GL_UNSIGNED_BYTE,
(void*)0
);
if (check_gl_error("glTexImage2D"))
{
__sync_lock_release(&this->formatLock);
return false;
}
// 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);
for (int i = 0; i < BUFFER_COUNT; ++i)
{
const float ts = (1.0f / BUFFER_COUNT) * i;
const float te = (1.0f / BUFFER_COUNT) + ts;
// create the display lists
glNewList(this->texList + i, GL_COMPILE);
glBindTexture(GL_TEXTURE_2D, this->textures[FRAME_TEXTURE]);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, ts); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, ts); glVertex2i(this->format.width, 0 );
glTexCoord2f(0.0f, te); glVertex2i(0 , this->format.height);
glTexCoord2f(1.0f, te); 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);
glEnable(GL_SCISSOR_TEST);
this->resizeWindow = true;
this->drawStart = nanotime();
glXGetVideoSyncSGI(&this->gpuFrameCount);
this->configured = true;
this->reconfigure = false;
__sync_lock_release(&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->hasBuffers)
{
glDeleteBuffers(1, this->vboID);
this->hasBuffers = false;
}
if (this->glContext)
{
SDL_GL_DeleteContext(this->glContext);
this->glContext = NULL;
}
this->configured = false;
}
static void update_mouse_shape(struct Inst * this, bool * newShape)
{
while(__sync_lock_test_and_set(&this->mouseLock, 1));
*newShape = this->newShape;
if (!this->newShape)
{
__sync_lock_release(&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;
this->mouseType = cursor;
switch(cursor)
{
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;
}
case LG_CURSOR_MASKED_COLOR:
{
//TODO
break;
}
}
this->mouseUpdate = true;
__sync_lock_release(&this->mouseLock);
}
static bool draw_frame(struct Inst * this, bool * frameUpdate)
{
while(__sync_lock_test_and_set(&this->syncLock, 1));
*frameUpdate = this->frameUpdate;
if (!this->frameUpdate)
{
__sync_lock_release(&this->syncLock);
return true;
}
this->texIndex = this->wTexIndex;
if (++this->wTexIndex == BUFFER_COUNT)
this->wTexIndex = 0;
this->frameUpdate = false;
__sync_lock_release(&this->syncLock);
while(__sync_lock_test_and_set(&this->formatLock, 1));
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");
__sync_lock_release(&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);
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);
glEndList();
}
// bind the texture and update it
glBindTexture(GL_TEXTURE_2D , this->textures[FRAME_TEXTURE]);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[0] );
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
glPixelStorei(GL_UNPACK_ROW_LENGTH , this->format.stride );
// copy the buffer to the texture
glFlushMappedBufferRange(
GL_PIXEL_UNPACK_BUFFER,
this->texSize * this->texIndex,
this->texSize
);
// update the texture
glTexSubImage2D(
GL_TEXTURE_2D,
0,
0,
this->texIndex * this->format.height,
this->format.width ,
this->format.height,
this->vboFormat,
GL_UNSIGNED_BYTE,
(void*)(this->texIndex * this->texSize)
);
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
);
// 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);
__sync_lock_release(&this->formatLock);
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();
}