mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-14 01:58:25 +00:00
1197 lines
30 KiB
C
1197 lines
30 KiB
C
/**
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* Looking Glass
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* Copyright © 2017-2022 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 "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 "gl_dynprocs.h"
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#include "util.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 TEXTURE_COUNT 2
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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 Inst
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{
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LG_Renderer base;
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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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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 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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bool waiting;
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uint64_t waitFadeTime;
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bool waitDone;
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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 _checkGLError(unsigned int line, const char * name);
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#define check_gl_error(name) _checkGLError(__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 updateMouseShape(struct Inst * this, bool * newShape);
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static bool drawFrame(struct Inst * this);
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static void drawMouse(struct Inst * this);
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static void renderWait(struct Inst * this);
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const char * opengl_getName(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(LG_Renderer ** renderer, 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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struct Inst * this = calloc(1, sizeof(*this));
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if (!this)
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{
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DEBUG_INFO("Failed to allocate %lu bytes", sizeof(*this));
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return false;
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}
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*renderer = &this->base;
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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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*needsOpenGL = true;
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return true;
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}
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bool opengl_initialize(LG_Renderer * renderer)
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{
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struct Inst * this = UPCAST(struct Inst, renderer);
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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(LG_Renderer * renderer)
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{
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struct Inst * this = UPCAST(struct Inst, renderer);
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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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}
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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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free(this);
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}
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void opengl_onRestart(LG_Renderer * renderer)
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{
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struct Inst * this = UPCAST(struct Inst, renderer);
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this->waiting = true;
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}
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void opengl_onResize(LG_Renderer * renderer, 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 = UPCAST(struct Inst, renderer);
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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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// this is needed to refresh the font atlas texture
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ImGui_ImplOpenGL2_Shutdown();
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ImGui_ImplOpenGL2_Init();
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ImGui_ImplOpenGL2_NewFrame();
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}
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bool opengl_onMouseShape(LG_Renderer * renderer, 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 = UPCAST(struct Inst, renderer);
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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 = malloc(size);
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if (!this->mouseData)
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{
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DEBUG_ERROR("out of memory");
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return false;
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}
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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_onMouseEvent(LG_Renderer * renderer, const bool visible,
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int x, int y, const int hx, const int hy)
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{
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struct Inst * this = UPCAST(struct Inst, renderer);
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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_onFrameFormat(LG_Renderer * renderer, const LG_RendererFormat format)
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{
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struct Inst * this = UPCAST(struct Inst, renderer);
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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_onFrame(LG_Renderer * renderer, 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 = UPCAST(struct Inst, renderer);
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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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bool opengl_renderStartup(LG_Renderer * renderer, bool useDMA)
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{
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struct Inst * this = UPCAST(struct Inst, renderer);
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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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const char * exts = (const char *)glGetString(GL_EXTENSIONS);
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if (util_hasGLExt(exts, "GL_AMD_pinned_memory"))
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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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}
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GLint maj, min;
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glGetIntegerv(GL_MAJOR_VERSION, &maj);
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glGetIntegerv(GL_MINOR_VERSION, &min);
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if ((maj < 3 || (maj == 3 && min < 2)) && !util_hasGLExt(exts, "GL_ARB_sync"))
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{
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DEBUG_ERROR("Need OpenGL 3.2+ or GL_ARB_sync for sync objects");
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return false;
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}
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if (maj < 2 && !util_hasGLExt(exts, "GL_ARB_pixel_buffer_object"))
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{
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DEBUG_ERROR("Need OpenGL 2.0+ or GL_ARB_pixel_buffer_object");
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return false;
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}
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if (this->opt.mipmap && maj < 3 &&
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!util_hasGLExt(exts, "GL_ARB_framebuffer_object") &&
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!util_hasGLExt(exts, "GL_EXT_framebuffer_object"))
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{
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DEBUG_WARN("Need OpenGL 3.0+ or GL_ARB_framebuffer_object or "
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"GL_EXT_framebuffer_object for glGenerateMipmap, disabling mipmaps");
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this->opt.mipmap = false;
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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);
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// create the overlay textures
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glGenTextures(TEXTURE_COUNT, this->textures);
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if (check_gl_error("glGenTextures"))
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{
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LG_UNLOCK(this->formatLock);
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return false;
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}
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this->hasTextures = true;
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app_glSetSwapInterval(this->opt.vsync ? 1 : 0);
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if (!ImGui_ImplOpenGL2_Init())
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{
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DEBUG_ERROR("Failed to initialize ImGui");
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return false;
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}
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this->renderStarted = true;
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return true;
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}
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static bool opengl_needsRender(LG_Renderer * renderer)
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{
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struct Inst * this = UPCAST(struct Inst, renderer);
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return !this->waitDone;
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}
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bool opengl_render(LG_Renderer * renderer, LG_RendererRotate rotate, const bool newFrame,
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const bool invalidateWindow, void (*preSwap)(void * udata), void * udata)
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{
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struct Inst * this = UPCAST(struct Inst, renderer);
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switch(configure(this))
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{
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case CONFIG_STATUS_ERROR:
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DEBUG_ERROR("configure failed");
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return false;
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case CONFIG_STATUS_NOOP :
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case CONFIG_STATUS_OK :
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if (!drawFrame(this))
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return false;
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}
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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if (this->waiting)
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renderWait(this);
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else
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{
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bool newShape;
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updateMouseShape(this, &newShape);
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glCallList(this->texList + this->texRIndex);
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drawMouse(this);
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if (!this->waitDone)
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renderWait(this);
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}
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if (app_renderOverlay(NULL, 0) != 0)
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{
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ImGui_ImplOpenGL2_NewFrame();
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ImGui_ImplOpenGL2_RenderDrawData(igGetDrawData());
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}
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preSwap(udata);
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if (this->opt.preventBuffer)
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{
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app_glSwapBuffers();
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glFinish();
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}
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else
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app_glSwapBuffers();
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this->mouseUpdate = false;
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return true;
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}
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static void drawTorus(float x, float y, float inner, float outer,
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unsigned int pts)
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{
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glBegin(GL_QUAD_STRIP);
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for (unsigned int i = 0; i <= pts; ++i)
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{
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float angle = (i / (float)pts) * M_PI * 2.0f;
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glVertex2f(x + (inner * cos(angle)), y + (inner * sin(angle)));
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glVertex2f(x + (outer * cos(angle)), y + (outer * sin(angle)));
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}
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glEnd();
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}
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static void drawTorusArc(float x, float y, float inner, float outer,
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unsigned int pts, float s, float e)
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{
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glBegin(GL_QUAD_STRIP);
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for (unsigned int i = 0; i <= pts; ++i)
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{
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float angle = s + ((i / (float)pts) * e);
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glVertex2f(x + (inner * cos(angle)), y + (inner * sin(angle)));
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glVertex2f(x + (outer * cos(angle)), y + (outer * sin(angle)));
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}
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glEnd();
|
|
}
|
|
|
|
static void renderWait(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);
|
|
|
|
drawTorus ( 0, 0, 40, 42, 60);
|
|
drawTorus ( 0, 0, 32, 34, 60);
|
|
drawTorus (-50, -3, 2, 4, 30);
|
|
drawTorus ( 50, -3, 2, 4, 30);
|
|
drawTorusArc( 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();
|
|
|
|
drawTorusArc(-14, 83, 5, 7, 10, M_PI , M_PI / 2.0f);
|
|
drawTorusArc( 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_RendererOps LGR_OpenGL =
|
|
{
|
|
.getName = opengl_getName,
|
|
.setup = opengl_setup,
|
|
|
|
.create = opengl_create,
|
|
.initialize = opengl_initialize,
|
|
.deinitialize = opengl_deinitialize,
|
|
.onRestart = opengl_onRestart,
|
|
.onResize = opengl_onResize,
|
|
.onMouseShape = opengl_onMouseShape,
|
|
.onMouseEvent = opengl_onMouseEvent,
|
|
.onFrameFormat = opengl_onFrameFormat,
|
|
.onFrame = opengl_onFrame,
|
|
.renderStartup = opengl_renderStartup,
|
|
.needsRender = opengl_needsRender,
|
|
.render = opengl_render
|
|
};
|
|
|
|
static bool _checkGLError(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;
|
|
|
|
g_gl_dynProcs.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);
|
|
|
|
g_gl_dynProcs.glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, this->vboID[i]);
|
|
if (check_gl_error("glBindBuffer"))
|
|
{
|
|
LG_UNLOCK(this->formatLock);
|
|
return CONFIG_STATUS_ERROR;
|
|
}
|
|
|
|
g_gl_dynProcs.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;
|
|
}
|
|
}
|
|
g_gl_dynProcs.glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, 0);
|
|
}
|
|
else
|
|
{
|
|
for(int i = 0; i < BUFFER_COUNT; ++i)
|
|
{
|
|
g_gl_dynProcs.glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[i]);
|
|
if (check_gl_error("glBindBuffer"))
|
|
{
|
|
LG_UNLOCK(this->formatLock);
|
|
return CONFIG_STATUS_ERROR;
|
|
}
|
|
|
|
g_gl_dynProcs.glBufferData(
|
|
GL_PIXEL_UNPACK_BUFFER,
|
|
this->texSize,
|
|
NULL,
|
|
GL_STREAM_DRAW
|
|
);
|
|
if (check_gl_error("glBufferData"))
|
|
{
|
|
LG_UNLOCK(this->formatLock);
|
|
return CONFIG_STATUS_ERROR;
|
|
}
|
|
}
|
|
g_gl_dynProcs.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);
|
|
g_gl_dynProcs.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)
|
|
{
|
|
g_gl_dynProcs.glDeleteBuffers(BUFFER_COUNT, this->vboID);
|
|
this->hasBuffers = false;
|
|
}
|
|
|
|
if (this->amdPinnedMemSupport)
|
|
{
|
|
for(int i = 0; i < BUFFER_COUNT; ++i)
|
|
{
|
|
if (this->fences[i])
|
|
{
|
|
g_gl_dynProcs.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 updateMouseShape(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_bufferFn(void * opaque, const void * data, size_t size)
|
|
{
|
|
struct Inst * this = (struct Inst *)opaque;
|
|
|
|
// update the buffer, this performs a DMA transfer if possible
|
|
g_gl_dynProcs.glBufferSubData(
|
|
GL_PIXEL_UNPACK_BUFFER,
|
|
this->texPos,
|
|
size,
|
|
data
|
|
);
|
|
check_gl_error("glBufferSubData");
|
|
|
|
this->texPos += size;
|
|
return true;
|
|
}
|
|
|
|
static bool drawFrame(struct Inst * this)
|
|
{
|
|
if (g_gl_dynProcs.glIsSync(this->fences[this->texWIndex]))
|
|
{
|
|
switch(g_gl_dynProcs.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;
|
|
}
|
|
|
|
g_gl_dynProcs.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]);
|
|
g_gl_dynProcs.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_bufferFn,
|
|
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
|
|
g_gl_dynProcs.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)
|
|
{
|
|
g_gl_dynProcs.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] =
|
|
g_gl_dynProcs.glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
|
glFlush();
|
|
|
|
LG_UNLOCK(this->formatLock);
|
|
this->texReady = true;
|
|
return true;
|
|
}
|
|
|
|
static void drawMouse(struct Inst * this)
|
|
{
|
|
if (!this->mouseVisible)
|
|
return;
|
|
|
|
glPushMatrix();
|
|
glTranslatef(this->mousePos.x, this->mousePos.y, 0.0f);
|
|
glCallList(this->mouseList);
|
|
glPopMatrix();
|
|
}
|