LookingGlass/client/renderers/OpenGL/opengl.c
2023-10-20 15:36:34 +11:00

1243 lines
32 KiB
C

/**
* Looking Glass
* Copyright © 2017-2023 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 "util.h"
#define BUFFER_COUNT 2
#define FPS_TEXTURE 0
#define MOUSE_TEXTURE 1
#define SPICE_TEXTURE 2
#define TEXTURE_COUNT 3
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;
int spiceList;
LG_RendererRect destRect;
struct IntPoint spiceSize;
bool spiceShow;
bool hasTextures, hasFrames;
GLuint frames[BUFFER_COUNT];
GLsync fences[BUFFER_COUNT];
GLuint textures[TEXTURE_COUNT];
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);
static bool drawFrame(struct Inst * this);
static void drawMouse(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);
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);
glDeleteLists(this->spiceList, 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);
}
static void setupModelView(struct Inst * this)
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (!this->destRect.valid)
return;
int fw, fh;
if (this->spiceShow)
{
fw = this->spiceSize.x;
fh = this->spiceSize.y;
}
else
{
fw = this->format.frameWidth;
fh = this->format.frameHeight;
}
glTranslatef(this->destRect.x, this->destRect.y, 0.0f);
glScalef(
(float)this->destRect.w / (float)fw,
(float)this->destRect.h / (float)fh,
1.0f
);
}
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);
// this is needed to refresh the font atlas texture
ImGui_ImplOpenGL2_Shutdown();
ImGui_ImplOpenGL2_Init();
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);
if (!this->mouseData)
{
DEBUG_ERROR("out of memory");
return false;
}
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,
int x, int y, const int hx, const int hy)
{
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);
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);
this->spiceList = 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;
}
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);
setupModelView(this);
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);
updateMouseShape(this);
if (this->spiceShow)
glCallList(this->spiceList);
else
glCallList(this->texList + this->texRIndex);
drawMouse(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;
}
static void * opengl_createTexture(LG_Renderer * renderer,
int width, int height, uint8_t * data)
{
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGBA,
width,
height,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
data);
glBindTexture(GL_TEXTURE_2D, 0);
return (void*)(intptr_t)tex;
}
static void opengl_freeTexture(LG_Renderer * renderer, void * texture)
{
GLuint tex = (GLuint)(intptr_t)texture;
glDeleteTextures(1, &tex);
}
static void opengl_spiceConfigure(LG_Renderer * renderer, int width, int height)
{
struct Inst * this = UPCAST(struct Inst, renderer);
this->spiceSize.x = width;
this->spiceSize.y = height;
glBindTexture(GL_TEXTURE_2D, this->textures[SPICE_TEXTURE]);
glTexImage2D
(
GL_TEXTURE_2D,
0 ,
GL_RGBA,
width ,
height ,
0 ,
GL_BGRA,
GL_UNSIGNED_BYTE,
0
);
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);
// create the display lists
glNewList(this->spiceList, GL_COMPILE);
glBindTexture(GL_TEXTURE_2D, this->textures[SPICE_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(this->spiceSize.x, 0);
glTexCoord2f(0.0f, 1.0f); glVertex2i(0, this->spiceSize.y);
glTexCoord2f(1.0f, 1.0f);
glVertex2i(this->spiceSize.x, this->spiceSize.y);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glEndList();
}
static void opengl_spiceDrawFill(LG_Renderer * renderer, int x, int y, int width,
int height, uint32_t color)
{
struct Inst * this = UPCAST(struct Inst, renderer);
/* this is a fairly hacky way to do this, but since it's only for the fallback
* spice display it's not really an issue */
uint32_t line[width];
for(int x = 0; x < width; ++x)
line[x] = color;
glBindTexture(GL_TEXTURE_2D, this->textures[SPICE_TEXTURE]);
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
for(; y < height; ++y)
glTexSubImage2D
(
GL_TEXTURE_2D,
0 ,
x ,
y ,
width ,
1 ,
GL_BGRA,
GL_UNSIGNED_BYTE,
line
);
glBindTexture(GL_TEXTURE_2D, 0);
}
static void opengl_spiceDrawBitmap(LG_Renderer * renderer, int x, int y, int width,
int height, int stride, uint8_t * data, bool topDown)
{
struct Inst * this = UPCAST(struct Inst, renderer);
if (!topDown)
{
// this is non-optimal but as spice is a fallback it's not too critical
uint8_t line[stride];
for(int y = 0; y < height / 2; ++y)
{
uint8_t * top = data + y * stride;
uint8_t * btm = data + (height - y - 1) * stride;
memcpy(line, top , stride);
memcpy(top , btm , stride);
memcpy(btm , line, stride);
}
}
glBindTexture(GL_TEXTURE_2D, this->textures[SPICE_TEXTURE]);
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
glPixelStorei(GL_UNPACK_ROW_LENGTH, stride / 4);
glTexSubImage2D
(
GL_TEXTURE_2D,
0 ,
x ,
y ,
width ,
height ,
GL_BGRA,
GL_UNSIGNED_BYTE,
data
);
glBindTexture(GL_TEXTURE_2D, 0);
}
static void opengl_spiceShow(LG_Renderer * renderer, bool show)
{
struct Inst * this = UPCAST(struct Inst, renderer);
this->spiceShow = show;
}
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,
.render = opengl_render,
.createTexture = opengl_createTexture,
.freeTexture = opengl_freeTexture,
.spiceConfigure = opengl_spiceConfigure,
.spiceDrawFill = opengl_spiceDrawFill,
.spiceDrawBitmap = opengl_spiceDrawBitmap,
.spiceShow = opengl_spiceShow
};
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.frameHeight * 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.frameWidth,
this->format.frameHeight,
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.frameWidth, 0);
glTexCoord2f(0.0f, 1.0f); glVertex2i(0, this->format.frameHeight);
glTexCoord2f(1.0f, 1.0f);
glVertex2i(this->format.frameWidth, this->format.frameHeight);
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)
{
LG_LOCK(this->mouseLock);
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.frameWidth);
this->texPos = 0;
framebuffer_read_fn(
this->frame,
this->format.frameHeight,
this->format.frameWidth,
bpp,
this->format.pitch,
opengl_bufferFn,
this
);
LG_UNLOCK(this->frameLock);
// update the texture
glTexSubImage2D(
GL_TEXTURE_2D,
0,
0,
0,
this->format.frameWidth ,
this->format.frameHeight,
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.frameWidth, this->format.frameHeight,
this->vboFormat, this->texSize
);
}
// unbind the buffer
g_gl_dynProcs.glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
const bool mipmap = this->opt.mipmap && (
(this->format.frameWidth > this->destRect.w) ||
(this->format.frameHeight > 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();
}