LookingGlass/client/renderers/OpenGL/opengl.c
Geoffrey McRae 13d9c84dc9 [client] egl: replace monolithic EGLTexture with modular version
The way things were handled in EGLTexture is not only very hard to
follow, but broken. This change set breaks up EGLTexture into a modular
design making it easier to implement the various versions.

Note that DMABUF is currently broken and needs to be re-implemented.
2021-08-02 23:37:33 +10:00

1174 lines
29 KiB
C

/**
* Looking Glass
* Copyright (C) 2017-2021 The Looking Glass Authors
* https://looking-glass.io
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc., 59
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "interface/renderer.h"
#include <stdint.h>
#include <stdbool.h>
#include <string.h>
#include <unistd.h>
#include <malloc.h>
#include <math.h>
#include <GL/gl.h>
#include "cimgui.h"
#include "generator/output/cimgui_impl.h"
#include "common/debug.h"
#include "common/option.h"
#include "common/framebuffer.h"
#include "common/locking.h"
#include "ll.h"
#define BUFFER_COUNT 2
#define FPS_TEXTURE 0
#define MOUSE_TEXTURE 1
#define TEXTURE_COUNT 2
#define FADE_TIME 1000000
static struct Option opengl_options[] =
{
{
.module = "opengl",
.name = "mipmap",
.description = "Enable mipmapping",
.type = OPTION_TYPE_BOOL,
.value.x_bool = true
},
{
.module = "opengl",
.name = "vsync",
.description = "Enable vsync",
.type = OPTION_TYPE_BOOL,
.value.x_bool = false,
},
{
.module = "opengl",
.name = "preventBuffer",
.description = "Prevent the driver from buffering frames",
.type = OPTION_TYPE_BOOL,
.value.x_bool = true
},
{
.module = "opengl",
.name = "amdPinnedMem",
.description = "Use GL_AMD_pinned_memory if it is available",
.type = OPTION_TYPE_BOOL,
.value.x_bool = true
},
{0}
};
struct IntPoint
{
int x;
int y;
};
struct IntRect
{
int x;
int y;
int w;
int h;
};
struct OpenGL_Options
{
bool mipmap;
bool vsync;
bool preventBuffer;
bool amdPinnedMem;
};
struct Inst
{
LG_RendererParams params;
struct OpenGL_Options opt;
bool amdPinnedMemSupport;
bool renderStarted;
bool configured;
bool reconfigure;
LG_DSGLContext glContext;
struct IntPoint window;
float uiScale;
_Atomic(bool) frameUpdate;
LG_Lock formatLock;
LG_RendererFormat format;
GLuint intFormat;
GLuint vboFormat;
GLuint dataFormat;
size_t texSize;
size_t texPos;
const FrameBuffer * frame;
uint64_t drawStart;
bool hasBuffers;
GLuint vboID[BUFFER_COUNT];
uint8_t * texPixels[BUFFER_COUNT];
LG_Lock frameLock;
bool texReady;
int texWIndex, texRIndex;
int texList;
int mouseList;
LG_RendererRect destRect;
bool hasTextures, hasFrames;
GLuint frames[BUFFER_COUNT];
GLsync fences[BUFFER_COUNT];
GLuint textures[TEXTURE_COUNT];
bool waiting;
uint64_t waitFadeTime;
bool waitDone;
LG_Lock mouseLock;
LG_RendererCursor mouseCursor;
int mouseWidth;
int mouseHeight;
int mousePitch;
uint8_t * mouseData;
size_t mouseDataSize;
bool mouseUpdate;
bool newShape;
LG_RendererCursor mouseType;
bool mouseVisible;
struct IntRect mousePos;
};
static bool _check_gl_error(unsigned int line, const char * name);
#define check_gl_error(name) _check_gl_error(__LINE__, name)
enum ConfigStatus
{
CONFIG_STATUS_OK,
CONFIG_STATUS_ERROR,
CONFIG_STATUS_NOOP
};
static void deconfigure(struct Inst * this);
static enum ConfigStatus configure(struct Inst * this);
static void update_mouse_shape(struct Inst * this, bool * newShape);
static bool draw_frame(struct Inst * this);
static void draw_mouse(struct Inst * this);
static void render_wait(struct Inst * this);
const char * opengl_get_name(void)
{
return "OpenGL";
}
static void opengl_setup(void)
{
option_register(opengl_options);
}
bool opengl_create(void ** opaque, const LG_RendererParams params,
bool * needsOpenGL)
{
// create our local storage
*opaque = malloc(sizeof(struct Inst));
if (!*opaque)
{
DEBUG_INFO("Failed to allocate %lu bytes", sizeof(struct Inst));
return false;
}
memset(*opaque, 0, sizeof(struct Inst));
struct Inst * this = (struct Inst *)*opaque;
memcpy(&this->params, &params, sizeof(LG_RendererParams));
this->opt.mipmap = option_get_bool("opengl", "mipmap" );
this->opt.vsync = option_get_bool("opengl", "vsync" );
this->opt.preventBuffer = option_get_bool("opengl", "preventBuffer");
this->opt.amdPinnedMem = option_get_bool("opengl", "amdPinnedMem" );
LG_LOCK_INIT(this->formatLock);
LG_LOCK_INIT(this->frameLock );
LG_LOCK_INIT(this->mouseLock );
*needsOpenGL = true;
return true;
}
bool opengl_initialize(void * opaque)
{
struct Inst * this = (struct Inst *)opaque;
if (!this)
return false;
this->waiting = true;
this->waitDone = false;
return true;
}
void opengl_deinitialize(void * opaque)
{
struct Inst * this = (struct Inst *)opaque;
if (!this)
return;
if (this->renderStarted)
{
ImGui_ImplOpenGL2_Shutdown();
glDeleteLists(this->texList , BUFFER_COUNT);
glDeleteLists(this->mouseList, 1);
}
deconfigure(this);
if (this->hasTextures)
{
glDeleteTextures(TEXTURE_COUNT, this->textures);
this->hasTextures = false;
}
if (this->mouseData)
free(this->mouseData);
if (this->glContext)
{
app_glDeleteContext(this->glContext);
this->glContext = NULL;
}
LG_LOCK_FREE(this->formatLock);
LG_LOCK_FREE(this->frameLock );
LG_LOCK_FREE(this->mouseLock );
free(this);
}
void opengl_on_restart(void * opaque)
{
struct Inst * this = (struct Inst *)opaque;
this->waiting = true;
}
void opengl_on_resize(void * opaque, const int width, const int height, const double scale,
const LG_RendererRect destRect, LG_RendererRotate rotate)
{
struct Inst * this = (struct Inst *)opaque;
this->window.x = width * scale;
this->window.y = height * scale;
this->uiScale = (float) scale;
if (destRect.valid)
{
this->destRect.valid = true;
this->destRect.x = destRect.x * scale;
this->destRect.y = destRect.y * scale;
this->destRect.w = destRect.w * scale;
this->destRect.h = destRect.h * scale;
}
// setup the projection matrix
glViewport(0, 0, this->window.x, this->window.y);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, this->window.x, this->window.y, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (this->destRect.valid)
{
glTranslatef(this->destRect.x, this->destRect.y, 0.0f);
glScalef(
(float)this->destRect.w / (float)this->format.width,
(float)this->destRect.h / (float)this->format.height,
1.0f
);
}
// this is needed to refresh the font atlas texture
ImGui_ImplOpenGL2_Shutdown();
ImGui_ImplOpenGL2_NewFrame();
}
bool opengl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor,
const int width, const int height, const int pitch, const uint8_t * data)
{
struct Inst * this = (struct Inst *)opaque;
if (!this)
return false;
LG_LOCK(this->mouseLock);
this->mouseCursor = cursor;
this->mouseWidth = width;
this->mouseHeight = height;
this->mousePitch = pitch;
const size_t size = height * pitch;
if (size > this->mouseDataSize)
{
if (this->mouseData)
free(this->mouseData);
this->mouseData = (uint8_t *)malloc(size);
this->mouseDataSize = size;
}
memcpy(this->mouseData, data, size);
this->newShape = true;
LG_UNLOCK(this->mouseLock);
return true;
}
bool opengl_on_mouse_event(void * opaque, const bool visible, const int x, const int y)
{
struct Inst * this = (struct Inst *)opaque;
if (!this)
return false;
if (this->mousePos.x == x && this->mousePos.y == y && this->mouseVisible == visible)
return true;
this->mouseVisible = visible;
this->mousePos.x = x;
this->mousePos.y = y;
this->mouseUpdate = true;
return false;
}
bool opengl_on_frame_format(void * opaque, const LG_RendererFormat format)
{
struct Inst * this = (struct Inst *)opaque;
LG_LOCK(this->formatLock);
memcpy(&this->format, &format, sizeof(LG_RendererFormat));
this->reconfigure = true;
LG_UNLOCK(this->formatLock);
return true;
}
bool opengl_on_frame(void * opaque, const FrameBuffer * frame, int dmaFd,
const FrameDamageRect * damage, int damageCount)
{
struct Inst * this = (struct Inst *)opaque;
LG_LOCK(this->frameLock);
this->frame = frame;
atomic_store_explicit(&this->frameUpdate, true, memory_order_release);
LG_UNLOCK(this->frameLock);
if (this->waiting)
{
this->waiting = false;
if (!this->params.quickSplash)
this->waitFadeTime = microtime() + FADE_TIME;
else
{
glDisable(GL_MULTISAMPLE);
this->waitDone = true;
}
}
return true;
}
bool opengl_render_startup(void * opaque, bool useDMA)
{
struct Inst * this = (struct Inst *)opaque;
this->glContext = app_glCreateContext();
if (!this->glContext)
return false;
app_glMakeCurrent(this->glContext);
DEBUG_INFO("Vendor : %s", glGetString(GL_VENDOR ));
DEBUG_INFO("Renderer: %s", glGetString(GL_RENDERER));
DEBUG_INFO("Version : %s", glGetString(GL_VERSION ));
GLint n;
glGetIntegerv(GL_NUM_EXTENSIONS, &n);
for(GLint i = 0; i < n; ++i)
{
const GLubyte *ext = glGetStringi(GL_EXTENSIONS, i);
if (strcmp((const char *)ext, "GL_AMD_pinned_memory") == 0)
{
if (this->opt.amdPinnedMem)
{
this->amdPinnedMemSupport = true;
DEBUG_INFO("Using GL_AMD_pinned_memory");
}
else
DEBUG_INFO("GL_AMD_pinned_memory is available but not in use");
break;
}
}
glEnable(GL_TEXTURE_2D);
glEnable(GL_COLOR_MATERIAL);
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);
// 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;
}
static bool opengl_needs_render(void * opaque)
{
struct Inst * this = (struct Inst *)opaque;
return !this->waitDone;
}
bool opengl_render(void * opaque, LG_RendererRotate rotate, const bool newFrame,
const bool invalidateWindow)
{
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 (app_renderOverlay(NULL, 0) != 0)
{
ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplOpenGL2_RenderDrawData(igGetDrawData());
}
if (this->opt.preventBuffer)
{
app_glSwapBuffers();
glFinish();
}
else
app_glSwapBuffers();
this->mouseUpdate = false;
return true;
}
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,
.render_startup = opengl_render_startup,
.needs_render = opengl_needs_render,
.render = opengl_render
};
static bool _check_gl_error(unsigned int line, const char * name)
{
GLenum error = glGetError();
if (error == GL_NO_ERROR)
return false;
const 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();
}