mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-10 08:38:20 +00:00
4bceaf5505
eglSwapBuffers is allowed to block when called with a nonzero interval parameter. On Wayland, Mesa will block until a frame callback arrives. If an application is not visible, a compositor is free to not schedule frame callbacks (in order to save CPU time rendering something that is entirely invisible). Currently, starting Looking Glass from a terminal, hiding it entirely, and sending ^C will cause Looking Glass to hang joining the render thread until the window is made visible again. Calling eglDestroySurface is insufficient to unblock eglSwapBuffers, as it attempts to grab the same underlying mutex. Instead, this commit makes it so that we pass a 0 interval to eglSwapBuffers when running on Wayland, such that we don't block waiting for a frame callback. This is not entirely ideal as it *does* mean Looking Glass submits buffers while hidden, but it seems better than hanging on exit. It also forces opengl:vsync and egl:vsync flags to off when running on Wayland, as they are meaningless there.
1368 lines
35 KiB
C
1368 lines
35 KiB
C
/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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Copyright (C) 2017-2019 Geoffrey McRae <geoff@hostfission.com>
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https://looking-glass.hostfission.com
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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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 <unistd.h>
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#include <malloc.h>
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#include <math.h>
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#include <SDL2/SDL_ttf.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <GL/glx.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 bool opengl_vsync_option_validator(struct Option * opt, const char ** error)
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{
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if (opt->value.x_bool && getenv("WAYLAND_DISPLAY"))
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{
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DEBUG_WARN("Cannot disable vsync on Wayland, forcing opengl:vsync=off");
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opt->value.x_bool = false;
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}
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return true;
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}
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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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.validator = &vsync_option_validator
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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 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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SDL_GLContext glContext;
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SDL_Point window;
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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 syncLock;
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bool texReady;
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int texIndex;
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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 fpsTexture;
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SDL_Rect 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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SDL_Rect 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, SDL_Window *window);
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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()
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{
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return "OpenGL";
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}
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static void opengl_setup()
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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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{
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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->syncLock );
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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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return true;
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}
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bool opengl_initialize(void * opaque, Uint32 * sdlFlags)
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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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*sdlFlags = SDL_WINDOW_OPENGL;
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER , 1);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
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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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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->mouseData)
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free(this->mouseData);
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if (this->glContext)
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{
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SDL_GL_DeleteContext(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->syncLock );
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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 LG_RendererRect destRect)
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{
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struct Inst * this = (struct Inst *)opaque;
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this->window.x = width;
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this->window.y = height;
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if (destRect.valid)
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memcpy(&this->destRect, &destRect, sizeof(LG_RendererRect));
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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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gluOrtho2D(0, this->window.x, this->window.y, 0);
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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, 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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{
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struct Inst * this = (struct Inst *)opaque;
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LG_LOCK(this->syncLock);
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this->frame = frame;
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this->frameUpdate = true;
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LG_UNLOCK(this->syncLock);
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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: %s", TTF_GetError());
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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 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, SDL_Window * window)
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{
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struct Inst * this = (struct Inst *)opaque;
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this->glContext = SDL_GL_CreateContext(window);
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if (!this->glContext)
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{
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DEBUG_ERROR("Failed to create the OpenGL context");
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return false;
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}
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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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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);
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glBlendEquation(GL_FUNC_ADD);
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glEnable(GL_MULTISAMPLE);
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// generate lists for drawing
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this->texList = glGenLists(BUFFER_COUNT);
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|
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;
|
|
|
|
SDL_GL_SetSwapInterval(this->opt.vsync ? 1 : 0);
|
|
this->renderStarted = true;
|
|
return true;
|
|
}
|
|
|
|
bool opengl_render(void * opaque, SDL_Window * window)
|
|
{
|
|
struct Inst * this = (struct Inst *)opaque;
|
|
if (!this)
|
|
return false;
|
|
|
|
switch(configure(this, window))
|
|
{
|
|
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->texIndex);
|
|
draw_mouse(this);
|
|
|
|
if (!this->waitDone)
|
|
render_wait(this);
|
|
}
|
|
|
|
if (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);
|
|
glCallList(this->alertList);
|
|
glPopMatrix();
|
|
break;
|
|
}
|
|
|
|
if (this->opt.preventBuffer)
|
|
{
|
|
SDL_GL_SwapWindow(window);
|
|
glFinish();
|
|
}
|
|
else
|
|
SDL_GL_SwapWindow(window);
|
|
|
|
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->params.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);
|
|
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();
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glDisable(GL_BLEND);
|
|
|
|
glPopMatrix();
|
|
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,
|
|
.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 GLubyte * errStr = gluErrorString(error);
|
|
DEBUG_ERROR("%d: %s = %d (%s)", line, name, error, errStr);
|
|
return true;
|
|
}
|
|
|
|
static enum ConfigStatus configure(struct Inst * this, SDL_Window *window)
|
|
{
|
|
LG_LOCK(this->formatLock);
|
|
if (!this->reconfigure)
|
|
{
|
|
LG_UNLOCK(this->formatLock);
|
|
return CONFIG_STATUS_NOOP;
|
|
}
|
|
|
|
if (this->configured)
|
|
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->configured)
|
|
return;
|
|
|
|
if (this->hasTextures)
|
|
{
|
|
glDeleteTextures(TEXTURE_COUNT, this->textures);
|
|
this->hasTextures = false;
|
|
}
|
|
|
|
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)
|
|
{
|
|
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 (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;
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, this->frames[this->texIndex]);
|
|
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[this->texIndex]);
|
|
|
|
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
|
|
);
|
|
|
|
// 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("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();
|
|
}
|