LookingGlass/client/renderers/OpenGL/opengl.c
Quantum 6370350006 [client] opengl: indirectly access non-OpenGL 1.3 functions
This commit adds check for the extensions that we need and then calls
the functions indirectly through gl_dynprocs.

This should improve compatibility with older versions of OpenGL, as we
now fallback to the ARB extensions if possible, and in the case of
glGenerateMipmap, we can handle the function not existing at all.
2021-10-01 01:45:11 +10:00

1187 lines
30 KiB
C

/**
* Looking Glass
* Copyright © 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 "gl_dynprocs.h"
#include "ll.h"
#include "util.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_Renderer base;
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 _checkGLError(unsigned int line, const char * name);
#define check_gl_error(name) _checkGLError(__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 updateMouseShape(struct Inst * this, bool * newShape);
static bool drawFrame(struct Inst * this);
static void drawMouse(struct Inst * this);
static void renderWait(struct Inst * this);
const char * opengl_getName(void)
{
return "OpenGL";
}
static void opengl_setup(void)
{
option_register(opengl_options);
}
bool opengl_create(LG_Renderer ** renderer, const LG_RendererParams params,
bool * needsOpenGL)
{
// create our local storage
struct Inst * this = calloc(1, sizeof(*this));
if (!this)
{
DEBUG_INFO("Failed to allocate %lu bytes", sizeof(*this));
return false;
}
*renderer = &this->base;
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(LG_Renderer * renderer)
{
struct Inst * this = UPCAST(struct Inst, renderer);
this->waiting = true;
this->waitDone = false;
return true;
}
void opengl_deinitialize(LG_Renderer * renderer)
{
struct Inst * this = UPCAST(struct Inst, renderer);
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_onRestart(LG_Renderer * renderer)
{
struct Inst * this = UPCAST(struct Inst, renderer);
this->waiting = true;
}
void opengl_onResize(LG_Renderer * renderer, const int width, const int height, const double scale,
const LG_RendererRect destRect, LG_RendererRotate rotate)
{
struct Inst * this = UPCAST(struct Inst, renderer);
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_onMouseShape(LG_Renderer * renderer, const LG_RendererCursor cursor,
const int width, const int height, const int pitch, const uint8_t * data)
{
struct Inst * this = UPCAST(struct Inst, renderer);
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 = malloc(size);
this->mouseDataSize = size;
}
memcpy(this->mouseData, data, size);
this->newShape = true;
LG_UNLOCK(this->mouseLock);
return true;
}
bool opengl_onMouseEvent(LG_Renderer * renderer, const bool visible, const int x, const int y)
{
struct Inst * this = UPCAST(struct Inst, renderer);
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_onFrameFormat(LG_Renderer * renderer, const LG_RendererFormat format)
{
struct Inst * this = UPCAST(struct Inst, renderer);
LG_LOCK(this->formatLock);
memcpy(&this->format, &format, sizeof(LG_RendererFormat));
this->reconfigure = true;
LG_UNLOCK(this->formatLock);
return true;
}
bool opengl_onFrame(LG_Renderer * renderer, const FrameBuffer * frame, int dmaFd,
const FrameDamageRect * damage, int damageCount)
{
struct Inst * this = UPCAST(struct Inst, renderer);
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_renderStartup(LG_Renderer * renderer, bool useDMA)
{
struct Inst * this = UPCAST(struct Inst, renderer);
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 ));
const char * exts = (const char *)glGetString(GL_EXTENSIONS);
if (util_hasGLExt(exts, "GL_AMD_pinned_memory"))
{
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");
}
GLint maj, min;
glGetIntegerv(GL_MAJOR_VERSION, &maj);
glGetIntegerv(GL_MINOR_VERSION, &min);
if ((maj < 3 || (maj == 3 && min < 2)) && !util_hasGLExt(exts, "GL_ARB_sync"))
{
DEBUG_ERROR("Need OpenGL 3.2+ or GL_ARB_sync for sync objects");
return false;
}
if (maj < 2 && !util_hasGLExt(exts, "GL_ARB_pixel_buffer_object"))
{
DEBUG_ERROR("Need OpenGL 2.0+ or GL_ARB_pixel_buffer_object");
return false;
}
if (this->opt.mipmap && maj < 3 &&
!util_hasGLExt(exts, "GL_ARB_framebuffer_object") &&
!util_hasGLExt(exts, "GL_EXT_framebuffer_object"))
{
DEBUG_WARN("Need OpenGL 3.0+ or GL_ARB_framebuffer_object or "
"GL_EXT_framebuffer_object for glGenerateMipmap, disabling mipmaps");
this->opt.mipmap = false;
}
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_needsRender(LG_Renderer * renderer)
{
struct Inst * this = UPCAST(struct Inst, renderer);
return !this->waitDone;
}
bool opengl_render(LG_Renderer * renderer, LG_RendererRotate rotate, const bool newFrame,
const bool invalidateWindow, void (*preSwap)(void * udata), void * udata)
{
struct Inst * this = UPCAST(struct Inst, renderer);
switch(configure(this))
{
case CONFIG_STATUS_ERROR:
DEBUG_ERROR("configure failed");
return false;
case CONFIG_STATUS_NOOP :
case CONFIG_STATUS_OK :
if (!drawFrame(this))
return false;
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
if (this->waiting)
renderWait(this);
else
{
bool newShape;
updateMouseShape(this, &newShape);
glCallList(this->texList + this->texRIndex);
drawMouse(this);
if (!this->waitDone)
renderWait(this);
}
if (app_renderOverlay(NULL, 0) != 0)
{
ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplOpenGL2_RenderDrawData(igGetDrawData());
}
preSwap(udata);
if (this->opt.preventBuffer)
{
app_glSwapBuffers();
glFinish();
}
else
app_glSwapBuffers();
this->mouseUpdate = false;
return true;
}
void drawTorus(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 drawTorusArc(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 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();
}