LookingGlass/client/renderers/OpenGL/opengl.c
Geoffrey McRae 8a1578230f [client] all: properly support guest rotation
If the guest has it's output rotated (ie, landscape) we must rotate and
translate the pointer draw location, as well as all the translations of
cursor coordinate spaces based on the rotation, along with any local
rotations that may also be applied.
2021-01-19 02:54:56 +11:00

1371 lines
35 KiB
C

/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017-2019 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
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 <unistd.h>
#include <malloc.h>
#include <math.h>
#include <SDL2/SDL_ttf.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glx.h>
#include "common/debug.h"
#include "common/option.h"
#include "common/framebuffer.h"
#include "common/locking.h"
#include "dynamic/fonts.h"
#include "ll.h"
#define BUFFER_COUNT 2
#define FPS_TEXTURE 0
#define MOUSE_TEXTURE 1
#define ALERT_TEXTURE 2
#define TEXTURE_COUNT 3
#define ALERT_TIMEOUT_FLAG ((uint64_t)-1)
#define FADE_TIME 1000000
static bool opengl_vsync_option_validator(struct Option * opt, const char ** error)
{
if (opt->value.x_bool && getenv("WAYLAND_DISPLAY"))
{
DEBUG_WARN("Cannot disable vsync on Wayland, forcing opengl:vsync=off");
opt->value.x_bool = false;
}
return true;
}
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,
.validator = &opengl_vsync_option_validator
},
{
.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 OpenGL_Options
{
bool mipmap;
bool vsync;
bool preventBuffer;
bool amdPinnedMem;
};
struct Alert
{
bool ready;
bool useCloseFlag;
LG_FontBitmap *text;
float r, g, b, a;
uint64_t timeout;
bool closeFlag;
};
struct Inst
{
LG_RendererParams params;
struct OpenGL_Options opt;
bool amdPinnedMemSupport;
bool renderStarted;
bool configured;
bool reconfigure;
SDL_GLContext glContext;
SDL_Point window;
bool frameUpdate;
const LG_Font * font;
LG_FontObj fontObj, alertFontObj;
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 syncLock;
bool texReady;
int texIndex;
int texList;
int fpsList;
int mouseList;
LG_RendererRect destRect;
bool hasTextures, hasFrames;
GLuint frames[BUFFER_COUNT];
GLsync fences[BUFFER_COUNT];
GLuint textures[TEXTURE_COUNT];
struct ll * alerts;
int alertList;
bool waiting;
uint64_t waitFadeTime;
bool waitDone;
bool fpsTexture;
SDL_Rect fpsRect;
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;
SDL_Rect 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, SDL_Window *window);
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)
{
// 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->syncLock );
LG_LOCK_INIT(this->mouseLock );
this->font = LG_Fonts[0];
if (!this->font->create(&this->fontObj, NULL, 14))
{
DEBUG_ERROR("Unable to create the font renderer");
return false;
}
if (!this->font->create(&this->alertFontObj, NULL, 18))
{
DEBUG_ERROR("Unable to create the font renderer");
return false;
}
this->alerts = ll_new();
return true;
}
bool opengl_initialize(void * opaque, Uint32 * sdlFlags)
{
struct Inst * this = (struct Inst *)opaque;
if (!this)
return false;
this->waiting = true;
this->waitDone = false;
*sdlFlags = SDL_WINDOW_OPENGL;
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER , 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE , 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE , 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE , 8);
return true;
}
void opengl_deinitialize(void * opaque)
{
struct Inst * this = (struct Inst *)opaque;
if (!this)
return;
if (this->renderStarted)
{
glDeleteLists(this->texList , BUFFER_COUNT);
glDeleteLists(this->mouseList, 1);
glDeleteLists(this->fpsList , 1);
glDeleteLists(this->alertList, 1);
}
deconfigure(this);
if (this->mouseData)
free(this->mouseData);
if (this->glContext)
{
SDL_GL_DeleteContext(this->glContext);
this->glContext = NULL;
}
LG_LOCK_FREE(this->formatLock);
LG_LOCK_FREE(this->syncLock );
LG_LOCK_FREE(this->mouseLock );
struct Alert * alert;
while(ll_shift(this->alerts, (void **)&alert))
{
if (alert->text)
this->font->release(this->alertFontObj, alert->text);
free(alert);
}
ll_free(this->alerts);
if (this->font && this->fontObj)
this->font->destroy(this->fontObj);
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 LG_RendererRect destRect, LG_RendererRotate rotate)
{
struct Inst * this = (struct Inst *)opaque;
this->window.x = width;
this->window.y = height;
if (destRect.valid)
memcpy(&this->destRect, &destRect, sizeof(LG_RendererRect));
// setup the projection matrix
glViewport(0, 0, this->window.x, this->window.y);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, this->window.x, this->window.y, 0);
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
);
}
}
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, bool useDMA)
{
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)
{
struct Inst * this = (struct Inst *)opaque;
LG_LOCK(this->syncLock);
this->frame = frame;
this->frameUpdate = true;
LG_UNLOCK(this->syncLock);
if (this->waiting)
{
this->waiting = false;
if (!this->params.quickSplash)
this->waitFadeTime = microtime() + FADE_TIME;
else
{
glDisable(GL_MULTISAMPLE);
this->waitDone = true;
}
}
return true;
}
void opengl_on_alert(void * opaque, const LG_MsgAlert alert, const char * message, bool ** closeFlag)
{
struct Inst * this = (struct Inst *)opaque;
struct Alert * a = malloc(sizeof(struct Alert));
memset(a, 0, sizeof(struct Alert));
switch(alert)
{
case LG_ALERT_INFO:
a->r = 0.0f;
a->g = 0.0f;
a->b = 0.8f;
a->a = 0.8f;
break;
case LG_ALERT_SUCCESS:
a->r = 0.0f;
a->g = 0.8f;
a->b = 0.0f;
a->a = 0.8f;
break;
case LG_ALERT_WARNING:
a->r = 0.8f;
a->g = 0.5f;
a->b = 0.0f;
a->a = 0.8f;
break;
case LG_ALERT_ERROR:
a->r = 1.0f;
a->g = 0.0f;
a->b = 0.0f;
a->a = 0.8f;
break;
}
if (!(a->text = this->font->render(this->alertFontObj, 0xffffff00, message)))
{
DEBUG_ERROR("Failed to render alert text: %s", TTF_GetError());
free(a);
return;
}
if (closeFlag)
{
a->useCloseFlag = true;
*closeFlag = &a->closeFlag;
}
ll_push(this->alerts, a);
}
void bitmap_to_texture(LG_FontBitmap * bitmap, GLuint texture)
{
glBindTexture(GL_TEXTURE_2D , texture );
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
glPixelStorei(GL_UNPACK_ROW_LENGTH, bitmap->width);
glTexImage2D(
GL_TEXTURE_2D,
0,
bitmap->bpp,
bitmap->width,
bitmap->height,
0,
GL_BGRA,
GL_UNSIGNED_BYTE,
bitmap->pixels
);
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);
}
bool opengl_render_startup(void * opaque, SDL_Window * window)
{
struct Inst * this = (struct Inst *)opaque;
this->glContext = SDL_GL_CreateContext(window);
if (!this->glContext)
{
DEBUG_ERROR("Failed to create the OpenGL context");
return false;
}
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);
this->fpsList = glGenLists(1);
this->alertList = glGenLists(1);
// create the overlay textures
glGenTextures(TEXTURE_COUNT, this->textures);
if (check_gl_error("glGenTextures"))
{
LG_UNLOCK(this->formatLock);
return false;
}
this->hasTextures = true;
SDL_GL_SetSwapInterval(this->opt.vsync ? 1 : 0);
this->renderStarted = true;
return true;
}
bool opengl_render(void * opaque, SDL_Window * window, LG_RendererRotate rotate)
{
struct Inst * this = (struct Inst *)opaque;
if (!this)
return false;
switch(configure(this, window))
{
case CONFIG_STATUS_ERROR:
DEBUG_ERROR("configure failed");
return false;
case CONFIG_STATUS_NOOP :
case CONFIG_STATUS_OK :
if (!draw_frame(this))
return false;
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
if (this->waiting)
render_wait(this);
else
{
bool newShape;
update_mouse_shape(this, &newShape);
glCallList(this->texList + this->texIndex);
draw_mouse(this);
if (!this->waitDone)
render_wait(this);
}
if (this->fpsTexture)
glCallList(this->fpsList);
struct Alert * alert;
while(ll_peek_head(this->alerts, (void **)&alert))
{
if (!alert->ready)
{
bitmap_to_texture(alert->text, this->textures[ALERT_TEXTURE]);
glNewList(this->alertList, GL_COMPILE);
const int p = 4;
const int w = alert->text->width + p * 2;
const int h = alert->text->height + p * 2;
glTranslatef(-(w / 2), -(h / 2), 0.0f);
glEnable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glColor4f(alert->r, alert->g, alert->b, alert->a);
glBegin(GL_TRIANGLE_STRIP);
glVertex2i(0, 0);
glVertex2i(w, 0);
glVertex2i(0, h);
glVertex2i(w, h);
glEnd();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, this->textures[ALERT_TEXTURE]);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glTranslatef(p, p, 0.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.0f); glVertex2i(alert->text->width, 0 );
glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , alert->text->height);
glTexCoord2f(1.0f, 1.0f); glVertex2i(alert->text->width, alert->text->height);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_BLEND);
glEndList();
if (!alert->useCloseFlag)
alert->timeout = microtime() + 2*1000000;
alert->ready = true;
this->font->release(this->fontObj, alert->text);
alert->text = NULL;
alert->ready = true;
}
else
{
bool close = false;
if (alert->useCloseFlag)
close = alert->closeFlag;
else if (alert->timeout < microtime())
close = true;
if (close)
{
free(alert);
ll_shift(this->alerts, NULL);
continue;
}
}
glPushMatrix();
glLoadIdentity();
glTranslatef(this->window.x / 2, this->window.y / 2, 0.0f);
glCallList(this->alertList);
glPopMatrix();
break;
}
if (this->opt.preventBuffer)
{
SDL_GL_SwapWindow(window);
glFinish();
}
else
SDL_GL_SwapWindow(window);
this->mouseUpdate = false;
return true;
}
void opengl_update_fps(void * opaque, const float avgUPS, const float avgFPS)
{
struct Inst * this = (struct Inst *)opaque;
if (!this->params.showFPS)
return;
char str[128];
snprintf(str, sizeof(str), "UPS: %8.4f, FPS: %8.4f", avgUPS, avgFPS);
LG_FontBitmap *textSurface = NULL;
if (!(textSurface = this->font->render(this->fontObj, 0xffffff00, str)))
DEBUG_ERROR("Failed to render text");
bitmap_to_texture(textSurface, this->textures[FPS_TEXTURE]);
this->fpsRect.x = 5;
this->fpsRect.y = 5;
this->fpsRect.w = textSurface->width;
this->fpsRect.h = textSurface->height;
this->font->release(this->fontObj, textSurface);
this->fpsTexture = true;
glNewList(this->fpsList, GL_COMPILE);
glPushMatrix();
glLoadIdentity();
glEnable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glColor4f(0.0f, 0.0f, 1.0f, 0.5f);
glBegin(GL_TRIANGLE_STRIP);
glVertex2i(this->fpsRect.x , this->fpsRect.y );
glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
glEnd();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, this->textures[FPS_TEXTURE]);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f , 0.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y );
glTexCoord2f(1.0f , 0.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
glTexCoord2f(0.0f , 1.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
glTexCoord2f(1.0f, 1.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_BLEND);
glPopMatrix();
glEndList();
}
void draw_torus(float x, float y, float inner, float outer, unsigned int pts)
{
glBegin(GL_QUAD_STRIP);
for (unsigned int i = 0; i <= pts; ++i)
{
float angle = (i / (float)pts) * M_PI * 2.0f;
glVertex2f(x + (inner * cos(angle)), y + (inner * sin(angle)));
glVertex2f(x + (outer * cos(angle)), y + (outer * sin(angle)));
}
glEnd();
}
void draw_torus_arc(float x, float y, float inner, float outer, unsigned int pts, float s, float e)
{
glBegin(GL_QUAD_STRIP);
for (unsigned int i = 0; i <= pts; ++i)
{
float angle = s + ((i / (float)pts) * e);
glVertex2f(x + (inner * cos(angle)), y + (inner * sin(angle)));
glVertex2f(x + (outer * cos(angle)), y + (outer * sin(angle)));
}
glEnd();
}
static void render_wait(struct Inst * this)
{
float a;
if (this->waiting)
a = 1.0f;
else
{
uint64_t t = microtime();
if (t > this->waitFadeTime)
{
glDisable(GL_MULTISAMPLE);
this->waitDone = true;
return;
}
uint64_t delta = this->waitFadeTime - t;
a = 1.0f / FADE_TIME * delta;
}
glEnable(GL_BLEND);
glPushMatrix();
glLoadIdentity();
glTranslatef(this->window.x / 2.0f, this->window.y / 2.0f, 0.0f);
//draw the background gradient
glBegin(GL_TRIANGLE_FAN);
glColor4f(0.234375f, 0.015625f, 0.425781f, a);
glVertex2f(0, 0);
glColor4f(0, 0, 0, a);
for (unsigned int i = 0; i <= 100; ++i)
{
float angle = (i / (float)100) * M_PI * 2.0f;
glVertex2f(cos(angle) * this->window.x, sin(angle) * this->window.y);
}
glEnd();
// draw the logo
glColor4f(1.0f, 1.0f, 1.0f, a);
glScalef (2.0f, 2.0f, 1.0f);
draw_torus ( 0, 0, 40, 42, 60);
draw_torus ( 0, 0, 32, 34, 60);
draw_torus (-50, -3, 2, 4, 30);
draw_torus ( 50, -3, 2, 4, 30);
draw_torus_arc( 0, 0, 51, 49, 60, 0.0f, M_PI);
glBegin(GL_QUADS);
glVertex2f(-1 , 50);
glVertex2f(-1 , 76);
glVertex2f( 1 , 76);
glVertex2f( 1 , 50);
glVertex2f(-14, 76);
glVertex2f(-14, 78);
glVertex2f( 14, 78);
glVertex2f( 14, 76);
glVertex2f(-21, 83);
glVertex2f(-21, 85);
glVertex2f( 21, 85);
glVertex2f( 21, 83);
glEnd();
draw_torus_arc(-14, 83, 5, 7, 10, M_PI , M_PI / 2.0f);
draw_torus_arc( 14, 83, 5, 7, 10, M_PI * 1.5f, M_PI / 2.0f);
//FIXME: draw the diagnoal marks on the circle
glPopMatrix();
glDisable(GL_BLEND);
}
const LG_Renderer LGR_OpenGL =
{
.get_name = opengl_get_name,
.setup = opengl_setup,
.create = opengl_create,
.initialize = opengl_initialize,
.deinitialize = opengl_deinitialize,
.on_restart = opengl_on_restart,
.on_resize = opengl_on_resize,
.on_mouse_shape = opengl_on_mouse_shape,
.on_mouse_event = opengl_on_mouse_event,
.on_frame_format = opengl_on_frame_format,
.on_frame = opengl_on_frame,
.on_alert = opengl_on_alert,
.render_startup = opengl_render_startup,
.render = opengl_render,
.update_fps = opengl_update_fps
};
static bool _check_gl_error(unsigned int line, const char * name)
{
GLenum error = glGetError();
if (error == GL_NO_ERROR)
return false;
const GLubyte * errStr = gluErrorString(error);
DEBUG_ERROR("%d: %s = %d (%s)", line, name, error, errStr);
return true;
}
static enum ConfigStatus configure(struct Inst * this, SDL_Window *window)
{
LG_LOCK(this->formatLock);
if (!this->reconfigure)
{
LG_UNLOCK(this->formatLock);
return CONFIG_STATUS_NOOP;
}
if (this->configured)
deconfigure(this);
switch(this->format.type)
{
case FRAME_TYPE_BGRA:
this->intFormat = GL_RGBA8;
this->vboFormat = GL_BGRA;
this->dataFormat = GL_UNSIGNED_BYTE;
break;
case FRAME_TYPE_RGBA:
this->intFormat = GL_RGBA8;
this->vboFormat = GL_RGBA;
this->dataFormat = GL_UNSIGNED_BYTE;
break;
case FRAME_TYPE_RGBA10:
this->intFormat = GL_RGB10_A2;
this->vboFormat = GL_RGBA;
this->dataFormat = GL_UNSIGNED_INT_2_10_10_10_REV;
break;
case FRAME_TYPE_RGBA16F:
this->intFormat = GL_RGB16F;
this->vboFormat = GL_RGBA;
this->dataFormat = GL_HALF_FLOAT;
break;
default:
DEBUG_ERROR("Unknown/unsupported compression type");
return CONFIG_STATUS_ERROR;
}
// calculate the texture size in bytes
this->texSize = this->format.height * this->format.pitch;
this->texPos = 0;
glGenBuffers(BUFFER_COUNT, this->vboID);
if (check_gl_error("glGenBuffers"))
{
LG_UNLOCK(this->formatLock);
return false;
}
this->hasBuffers = true;
if (this->amdPinnedMemSupport)
{
const int pagesize = getpagesize();
for(int i = 0; i < BUFFER_COUNT; ++i)
{
this->texPixels[i] = aligned_alloc(pagesize, this->texSize);
if (!this->texPixels[i])
{
DEBUG_ERROR("Failed to allocate memory for texture");
return CONFIG_STATUS_ERROR;
}
memset(this->texPixels[i], 0, this->texSize);
glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, this->vboID[i]);
if (check_gl_error("glBindBuffer"))
{
LG_UNLOCK(this->formatLock);
return CONFIG_STATUS_ERROR;
}
glBufferData(
GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD,
this->texSize,
this->texPixels[i],
GL_STREAM_DRAW
);
if (check_gl_error("glBufferData"))
{
LG_UNLOCK(this->formatLock);
return CONFIG_STATUS_ERROR;
}
}
glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, 0);
}
else
{
for(int i = 0; i < BUFFER_COUNT; ++i)
{
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[i]);
if (check_gl_error("glBindBuffer"))
{
LG_UNLOCK(this->formatLock);
return CONFIG_STATUS_ERROR;
}
glBufferData(
GL_PIXEL_UNPACK_BUFFER,
this->texSize,
NULL,
GL_STREAM_DRAW
);
if (check_gl_error("glBufferData"))
{
LG_UNLOCK(this->formatLock);
return CONFIG_STATUS_ERROR;
}
}
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
// create the frame textures
glGenTextures(BUFFER_COUNT, this->frames);
if (check_gl_error("glGenTextures"))
{
LG_UNLOCK(this->formatLock);
return CONFIG_STATUS_ERROR;
}
this->hasFrames = true;
for(int i = 0; i < BUFFER_COUNT; ++i)
{
// bind and create the new texture
glBindTexture(GL_TEXTURE_2D, this->frames[i]);
if (check_gl_error("glBindTexture"))
{
LG_UNLOCK(this->formatLock);
return CONFIG_STATUS_ERROR;
}
glTexImage2D(
GL_TEXTURE_2D,
0,
this->intFormat,
this->format.width,
this->format.height,
0,
this->vboFormat,
this->dataFormat,
(void*)0
);
if (check_gl_error("glTexImage2D"))
{
LG_UNLOCK(this->formatLock);
return CONFIG_STATUS_ERROR;
}
// configure the texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// create the display lists
glNewList(this->texList + i, GL_COMPILE);
glBindTexture(GL_TEXTURE_2D, this->frames[i]);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.0f); glVertex2i(this->format.width, 0 );
glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , this->format.height);
glTexCoord2f(1.0f, 1.0f); glVertex2i(this->format.width, this->format.height);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glEndList();
}
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
this->drawStart = nanotime();
this->configured = true;
this->reconfigure = false;
LG_UNLOCK(this->formatLock);
return CONFIG_STATUS_OK;
}
static void deconfigure(struct Inst * this)
{
if (!this->configured)
return;
if (this->hasTextures)
{
glDeleteTextures(TEXTURE_COUNT, this->textures);
this->hasTextures = false;
}
if (this->hasFrames)
{
glDeleteTextures(BUFFER_COUNT, this->frames);
this->hasFrames = false;
}
if (this->hasBuffers)
{
glDeleteBuffers(BUFFER_COUNT, this->vboID);
this->hasBuffers = false;
}
if (this->amdPinnedMemSupport)
{
for(int i = 0; i < BUFFER_COUNT; ++i)
{
if (this->fences[i])
{
glDeleteSync(this->fences[i]);
this->fences[i] = NULL;
}
if (this->texPixels[i])
{
free(this->texPixels[i]);
this->texPixels[i] = NULL;
}
}
}
this->configured = false;
}
static void update_mouse_shape(struct Inst * this, bool * newShape)
{
LG_LOCK(this->mouseLock);
*newShape = this->newShape;
if (!this->newShape)
{
LG_UNLOCK(this->mouseLock);
return;
}
const LG_RendererCursor cursor = this->mouseCursor;
const int width = this->mouseWidth;
const int height = this->mouseHeight;
const int pitch = this->mousePitch;
const uint8_t * data = this->mouseData;
// tmp buffer for masked colour
uint32_t tmp[width * height];
this->mouseType = cursor;
switch(cursor)
{
case LG_CURSOR_MASKED_COLOR:
for(int i = 0; i < width * height; ++i)
{
const uint32_t c = ((uint32_t *)data)[i];
tmp[i] = (c & ~0xFF000000) | (c & 0xFF000000 ? 0x0 : 0xFF000000);
}
data = (uint8_t *)tmp;
// fall through to LG_CURSOR_COLOR
//
// technically we should also create an XOR texture from the data but this
// usage seems very rare in modern software.
case LG_CURSOR_COLOR:
{
glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
glTexImage2D
(
GL_TEXTURE_2D,
0 ,
GL_RGBA,
width ,
height ,
0 ,
GL_BGRA, // windows cursors are in BGRA format
GL_UNSIGNED_BYTE,
data
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
this->mousePos.w = width;
this->mousePos.h = height;
glNewList(this->mouseList, GL_COMPILE);
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.0f); glVertex2i(width, 0 );
glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , height);
glTexCoord2f(1.0f, 1.0f); glVertex2i(width, height);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_BLEND);
glEndList();
break;
}
case LG_CURSOR_MONOCHROME:
{
const int hheight = height / 2;
uint32_t d[width * height];
for(int y = 0; y < hheight; ++y)
for(int x = 0; x < width; ++x)
{
const uint8_t * srcAnd = data + (pitch * y) + (x / 8);
const uint8_t * srcXor = srcAnd + pitch * hheight;
const uint8_t mask = 0x80 >> (x % 8);
const uint32_t andMask = (*srcAnd & mask) ? 0xFFFFFFFF : 0xFF000000;
const uint32_t xorMask = (*srcXor & mask) ? 0x00FFFFFF : 0x00000000;
d[y * width + x ] = andMask;
d[y * width + x + width * hheight] = xorMask;
}
glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
glTexImage2D
(
GL_TEXTURE_2D,
0 ,
GL_RGBA,
width ,
height ,
0 ,
GL_RGBA,
GL_UNSIGNED_BYTE,
d
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
this->mousePos.w = width;
this->mousePos.h = hheight;
glNewList(this->mouseList, GL_COMPILE);
glEnable(GL_COLOR_LOGIC_OP);
glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
glLogicOp(GL_AND);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.0f); glVertex2i(width, 0 );
glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , hheight);
glTexCoord2f(1.0f, 0.5f); glVertex2i(width, hheight);
glEnd();
glLogicOp(GL_XOR);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.5f); glVertex2i(width, 0 );
glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , hheight);
glTexCoord2f(1.0f, 1.0f); glVertex2i(width, hheight);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_COLOR_LOGIC_OP);
glEndList();
break;
}
}
this->mouseUpdate = true;
LG_UNLOCK(this->mouseLock);
}
static bool opengl_buffer_fn(void * opaque, const void * data, size_t size)
{
struct Inst * this = (struct Inst *)opaque;
// update the buffer, this performs a DMA transfer if possible
glBufferSubData(
GL_PIXEL_UNPACK_BUFFER,
this->texPos,
size,
data
);
check_gl_error("glBufferSubData");
this->texPos += size;
return true;
}
static bool draw_frame(struct Inst * this)
{
LG_LOCK(this->syncLock);
if (!this->frameUpdate)
{
LG_UNLOCK(this->syncLock);
return true;
}
if (++this->texIndex == BUFFER_COUNT)
this->texIndex = 0;
this->frameUpdate = false;
LG_UNLOCK(this->syncLock);
LG_LOCK(this->formatLock);
if (glIsSync(this->fences[this->texIndex]))
{
switch(glClientWaitSync(this->fences[this->texIndex], 0, GL_TIMEOUT_IGNORED))
{
case GL_ALREADY_SIGNALED:
break;
case GL_CONDITION_SATISFIED:
DEBUG_WARN("Had to wait for the sync");
break;
case GL_TIMEOUT_EXPIRED:
DEBUG_WARN("Timeout expired, DMA transfers are too slow!");
break;
case GL_WAIT_FAILED:
DEBUG_ERROR("Wait failed %s", gluErrorString(glGetError()));
break;
}
glDeleteSync(this->fences[this->texIndex]);
this->fences[this->texIndex] = NULL;
}
glBindTexture(GL_TEXTURE_2D, this->frames[this->texIndex]);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[this->texIndex]);
const int bpp = this->format.bpp / 8;
glPixelStorei(GL_UNPACK_ALIGNMENT , bpp);
glPixelStorei(GL_UNPACK_ROW_LENGTH, this->format.width);
this->texPos = 0;
framebuffer_read_fn(
this->frame,
this->format.height,
this->format.width,
bpp,
this->format.pitch,
opengl_buffer_fn,
this
);
// update the texture
glTexSubImage2D(
GL_TEXTURE_2D,
0,
0,
0,
this->format.width ,
this->format.height,
this->vboFormat,
this->dataFormat,
(void*)0
);
if (check_gl_error("glTexSubImage2D"))
{
DEBUG_ERROR("texIndex: %u, width: %u, height: %u, vboFormat: %x, texSize: %lu",
this->texIndex, this->format.width, this->format.height, this->vboFormat, this->texSize
);
}
// set a fence so we don't overwrite a buffer in use
this->fences[this->texIndex] =
glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
// unbind the buffer
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
const bool mipmap = this->opt.mipmap && (
(this->format.width > this->destRect.w) ||
(this->format.height > this->destRect.h));
glBindTexture(GL_TEXTURE_2D, this->frames[this->texIndex]);
if (mipmap)
{
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
glBindTexture(GL_TEXTURE_2D, 0);
LG_UNLOCK(this->formatLock);
this->texReady = true;
return true;
}
static void draw_mouse(struct Inst * this)
{
if (!this->mouseVisible)
return;
glPushMatrix();
glTranslatef(this->mousePos.x, this->mousePos.y, 0.0f);
glCallList(this->mouseList);
glPopMatrix();
}