mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-10 08:38:20 +00:00
1432 lines
36 KiB
C
1432 lines
36 KiB
C
/**
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* Looking Glass
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* Copyright (C) 2017-2021 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "interface/renderer.h"
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#include <stdint.h>
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#include <stdbool.h>
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#include <string.h>
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#include <unistd.h>
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#include <malloc.h>
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#include <math.h>
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#include <GL/gl.h>
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#include <GL/glx.h>
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#include "cimgui.h"
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#include "generator/output/cimgui_impl.h"
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#include "common/debug.h"
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#include "common/option.h"
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#include "common/framebuffer.h"
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#include "common/locking.h"
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#include "dynamic/fonts.h"
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#include "ll.h"
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#define BUFFER_COUNT 2
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#define FPS_TEXTURE 0
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#define MOUSE_TEXTURE 1
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#define ALERT_TEXTURE 2
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#define TEXTURE_COUNT 3
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#define ALERT_TIMEOUT_FLAG ((uint64_t)-1)
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#define FADE_TIME 1000000
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static struct Option opengl_options[] =
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{
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{
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.module = "opengl",
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.name = "mipmap",
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.description = "Enable mipmapping",
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.type = OPTION_TYPE_BOOL,
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.value.x_bool = true
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},
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{
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.module = "opengl",
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.name = "vsync",
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.description = "Enable vsync",
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.type = OPTION_TYPE_BOOL,
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.value.x_bool = false,
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},
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{
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.module = "opengl",
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.name = "preventBuffer",
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.description = "Prevent the driver from buffering frames",
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.type = OPTION_TYPE_BOOL,
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.value.x_bool = true
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},
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{
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.module = "opengl",
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.name = "amdPinnedMem",
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.description = "Use GL_AMD_pinned_memory if it is available",
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.type = OPTION_TYPE_BOOL,
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.value.x_bool = true
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},
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{0}
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};
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struct IntPoint
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{
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int x;
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int y;
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};
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struct IntRect
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{
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int x;
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int y;
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int w;
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int h;
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};
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struct OpenGL_Options
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{
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bool mipmap;
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bool vsync;
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bool preventBuffer;
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bool amdPinnedMem;
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};
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struct Alert
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{
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bool ready;
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bool useCloseFlag;
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LG_FontBitmap *text;
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float r, g, b, a;
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uint64_t timeout;
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bool closeFlag;
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};
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struct Inst
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{
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LG_RendererParams params;
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struct OpenGL_Options opt;
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bool amdPinnedMemSupport;
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bool renderStarted;
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bool configured;
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bool reconfigure;
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LG_DSGLContext glContext;
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struct IntPoint window;
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float uiScale;
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_Atomic(bool) frameUpdate;
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const LG_Font * font;
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LG_FontObj fontObj, alertFontObj;
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LG_Lock formatLock;
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LG_RendererFormat format;
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GLuint intFormat;
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GLuint vboFormat;
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GLuint dataFormat;
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size_t texSize;
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size_t texPos;
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const FrameBuffer * frame;
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uint64_t drawStart;
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bool hasBuffers;
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GLuint vboID[BUFFER_COUNT];
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uint8_t * texPixels[BUFFER_COUNT];
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LG_Lock frameLock;
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bool texReady;
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int texWIndex, texRIndex;
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int texList;
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int fpsList;
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int mouseList;
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LG_RendererRect destRect;
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bool hasTextures, hasFrames;
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GLuint frames[BUFFER_COUNT];
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GLsync fences[BUFFER_COUNT];
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GLuint textures[TEXTURE_COUNT];
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struct ll * alerts;
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int alertList;
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bool waiting;
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uint64_t waitFadeTime;
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bool waitDone;
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bool showFPS;
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bool fpsTexture;
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struct IntRect fpsRect;
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LG_Lock mouseLock;
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LG_RendererCursor mouseCursor;
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int mouseWidth;
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int mouseHeight;
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int mousePitch;
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uint8_t * mouseData;
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size_t mouseDataSize;
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bool mouseUpdate;
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bool newShape;
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LG_RendererCursor mouseType;
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bool mouseVisible;
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struct IntRect mousePos;
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};
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static bool _check_gl_error(unsigned int line, const char * name);
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#define check_gl_error(name) _check_gl_error(__LINE__, name)
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enum ConfigStatus
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{
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CONFIG_STATUS_OK,
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CONFIG_STATUS_ERROR,
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CONFIG_STATUS_NOOP
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};
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static void deconfigure(struct Inst * this);
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static enum ConfigStatus configure(struct Inst * this);
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static void update_mouse_shape(struct Inst * this, bool * newShape);
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static bool draw_frame(struct Inst * this);
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static void draw_mouse(struct Inst * this);
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static void render_wait(struct Inst * this);
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const char * opengl_get_name(void)
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{
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return "OpenGL";
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}
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static void opengl_setup(void)
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{
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option_register(opengl_options);
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}
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bool opengl_create(void ** opaque, const LG_RendererParams params,
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bool * needsOpenGL)
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{
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// create our local storage
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*opaque = malloc(sizeof(struct Inst));
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if (!*opaque)
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{
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DEBUG_INFO("Failed to allocate %lu bytes", sizeof(struct Inst));
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return false;
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}
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memset(*opaque, 0, sizeof(struct Inst));
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struct Inst * this = (struct Inst *)*opaque;
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memcpy(&this->params, ¶ms, sizeof(LG_RendererParams));
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this->opt.mipmap = option_get_bool("opengl", "mipmap" );
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this->opt.vsync = option_get_bool("opengl", "vsync" );
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this->opt.preventBuffer = option_get_bool("opengl", "preventBuffer");
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this->opt.amdPinnedMem = option_get_bool("opengl", "amdPinnedMem" );
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LG_LOCK_INIT(this->formatLock);
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LG_LOCK_INIT(this->frameLock );
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LG_LOCK_INIT(this->mouseLock );
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this->font = LG_Fonts[0];
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if (!this->font->create(&this->fontObj, NULL, 14))
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{
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DEBUG_ERROR("Unable to create the font renderer");
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return false;
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}
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if (!this->font->create(&this->alertFontObj, NULL, 18))
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{
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DEBUG_ERROR("Unable to create the font renderer");
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return false;
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}
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this->alerts = ll_new();
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*needsOpenGL = true;
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return true;
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}
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bool opengl_initialize(void * opaque)
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{
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struct Inst * this = (struct Inst *)opaque;
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if (!this)
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return false;
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this->waiting = true;
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this->waitDone = false;
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return true;
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}
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void opengl_deinitialize(void * opaque)
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{
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struct Inst * this = (struct Inst *)opaque;
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if (!this)
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return;
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if (this->renderStarted)
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{
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ImGui_ImplOpenGL2_Shutdown();
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glDeleteLists(this->texList , BUFFER_COUNT);
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glDeleteLists(this->mouseList, 1);
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glDeleteLists(this->fpsList , 1);
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glDeleteLists(this->alertList, 1);
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}
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deconfigure(this);
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if (this->hasTextures)
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{
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glDeleteTextures(TEXTURE_COUNT, this->textures);
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this->hasTextures = false;
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}
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if (this->mouseData)
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free(this->mouseData);
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if (this->glContext)
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{
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app_glDeleteContext(this->glContext);
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this->glContext = NULL;
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}
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LG_LOCK_FREE(this->formatLock);
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LG_LOCK_FREE(this->frameLock );
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LG_LOCK_FREE(this->mouseLock );
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struct Alert * alert;
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while(ll_shift(this->alerts, (void **)&alert))
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{
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if (alert->text)
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this->font->release(this->alertFontObj, alert->text);
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free(alert);
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}
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ll_free(this->alerts);
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if (this->font && this->fontObj)
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this->font->destroy(this->fontObj);
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free(this);
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}
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void opengl_on_restart(void * opaque)
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{
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struct Inst * this = (struct Inst *)opaque;
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this->waiting = true;
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}
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void opengl_on_resize(void * opaque, const int width, const int height, const double scale,
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const LG_RendererRect destRect, LG_RendererRotate rotate)
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{
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struct Inst * this = (struct Inst *)opaque;
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this->window.x = width * scale;
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this->window.y = height * scale;
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this->uiScale = (float) scale;
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if (destRect.valid)
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{
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this->destRect.valid = true;
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this->destRect.x = destRect.x * scale;
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this->destRect.y = destRect.y * scale;
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this->destRect.w = destRect.w * scale;
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this->destRect.h = destRect.h * scale;
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}
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// setup the projection matrix
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glViewport(0, 0, this->window.x, this->window.y);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, this->window.x, this->window.y, 0, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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if (this->destRect.valid)
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{
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glTranslatef(this->destRect.x, this->destRect.y, 0.0f);
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glScalef(
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(float)this->destRect.w / (float)this->format.width,
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(float)this->destRect.h / (float)this->format.height,
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1.0f
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);
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}
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}
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bool opengl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor,
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const int width, const int height, const int pitch, const uint8_t * data)
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{
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struct Inst * this = (struct Inst *)opaque;
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if (!this)
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return false;
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LG_LOCK(this->mouseLock);
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this->mouseCursor = cursor;
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this->mouseWidth = width;
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this->mouseHeight = height;
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this->mousePitch = pitch;
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const size_t size = height * pitch;
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if (size > this->mouseDataSize)
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{
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if (this->mouseData)
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free(this->mouseData);
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this->mouseData = (uint8_t *)malloc(size);
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this->mouseDataSize = size;
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}
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memcpy(this->mouseData, data, size);
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this->newShape = true;
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LG_UNLOCK(this->mouseLock);
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return true;
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}
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bool opengl_on_mouse_event(void * opaque, const bool visible, const int x, const int y)
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{
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struct Inst * this = (struct Inst *)opaque;
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if (!this)
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return false;
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if (this->mousePos.x == x && this->mousePos.y == y && this->mouseVisible == visible)
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return true;
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this->mouseVisible = visible;
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this->mousePos.x = x;
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this->mousePos.y = y;
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this->mouseUpdate = true;
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return false;
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}
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bool opengl_on_frame_format(void * opaque, const LG_RendererFormat format, bool useDMA)
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{
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struct Inst * this = (struct Inst *)opaque;
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LG_LOCK(this->formatLock);
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memcpy(&this->format, &format, sizeof(LG_RendererFormat));
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this->reconfigure = true;
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LG_UNLOCK(this->formatLock);
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return true;
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}
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bool opengl_on_frame(void * opaque, const FrameBuffer * frame, int dmaFd,
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const FrameDamageRect * damage, int damageCount)
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{
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struct Inst * this = (struct Inst *)opaque;
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LG_LOCK(this->frameLock);
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this->frame = frame;
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atomic_store_explicit(&this->frameUpdate, true, memory_order_release);
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LG_UNLOCK(this->frameLock);
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if (this->waiting)
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{
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this->waiting = false;
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if (!this->params.quickSplash)
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this->waitFadeTime = microtime() + FADE_TIME;
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else
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{
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glDisable(GL_MULTISAMPLE);
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this->waitDone = true;
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}
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}
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return true;
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}
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void opengl_on_alert(void * opaque, const LG_MsgAlert alert, const char * message, bool ** closeFlag)
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{
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struct Inst * this = (struct Inst *)opaque;
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struct Alert * a = malloc(sizeof(struct Alert));
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memset(a, 0, sizeof(struct Alert));
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switch(alert)
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{
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case LG_ALERT_INFO:
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a->r = 0.0f;
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a->g = 0.0f;
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a->b = 0.8f;
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a->a = 0.8f;
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break;
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case LG_ALERT_SUCCESS:
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a->r = 0.0f;
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a->g = 0.8f;
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a->b = 0.0f;
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a->a = 0.8f;
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break;
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case LG_ALERT_WARNING:
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a->r = 0.8f;
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a->g = 0.5f;
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a->b = 0.0f;
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a->a = 0.8f;
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break;
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case LG_ALERT_ERROR:
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a->r = 1.0f;
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a->g = 0.0f;
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a->b = 0.0f;
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a->a = 0.8f;
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break;
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}
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if (!(a->text = this->font->render(this->alertFontObj, 0xffffff00, message)))
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{
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DEBUG_ERROR("Failed to render alert text");
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free(a);
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return;
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}
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if (closeFlag)
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{
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a->useCloseFlag = true;
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*closeFlag = &a->closeFlag;
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}
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ll_push(this->alerts, a);
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}
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void opengl_on_help(void * opaque, const char * message)
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{
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// TODO: Implement this.
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}
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void opengl_on_show_fps(void * opaque, bool showFPS)
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{
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struct Inst * this = (struct Inst *)opaque;
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this->showFPS = showFPS;
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}
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void bitmap_to_texture(LG_FontBitmap * bitmap, GLuint texture)
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{
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glBindTexture(GL_TEXTURE_2D , texture );
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glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
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glPixelStorei(GL_UNPACK_ROW_LENGTH, bitmap->width);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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bitmap->bpp,
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bitmap->width,
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bitmap->height,
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0,
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GL_BGRA,
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GL_UNSIGNED_BYTE,
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bitmap->pixels
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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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bool opengl_render_startup(void * opaque)
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{
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struct Inst * this = (struct Inst *)opaque;
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this->glContext = app_glCreateContext();
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if (!this->glContext)
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return false;
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app_glMakeCurrent(this->glContext);
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DEBUG_INFO("Vendor : %s", glGetString(GL_VENDOR ));
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DEBUG_INFO("Renderer: %s", glGetString(GL_RENDERER));
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DEBUG_INFO("Version : %s", glGetString(GL_VERSION ));
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GLint n;
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glGetIntegerv(GL_NUM_EXTENSIONS, &n);
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for(GLint i = 0; i < n; ++i)
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{
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const GLubyte *ext = glGetStringi(GL_EXTENSIONS, i);
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if (strcmp((const char *)ext, "GL_AMD_pinned_memory") == 0)
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{
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if (this->opt.amdPinnedMem)
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{
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this->amdPinnedMemSupport = true;
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DEBUG_INFO("Using GL_AMD_pinned_memory");
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}
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else
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DEBUG_INFO("GL_AMD_pinned_memory is available but not in use");
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break;
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}
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}
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|
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_COLOR_MATERIAL);
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|
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();
|
|
}
|