mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-10 08:38:20 +00:00
439 lines
12 KiB
C
439 lines
12 KiB
C
#include "lg-renderer.h"
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#include <stdint.h>
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#include <stdbool.h>
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#include <unistd.h>
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#include <SDL_ttf.h>
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <GL/glx.h>
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#include "debug.h"
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#include "memcpySSE.h"
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#include "utils.h"
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#define VBO_BUFFERS 2
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static PFNGLXGETVIDEOSYNCSGIPROC glXGetVideoSyncSGI = NULL;
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static PFNGLXWAITVIDEOSYNCSGIPROC glXWaitVideoSyncSGI = NULL;
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static PFNGLXSWAPINTERVALSGIPROC glXSwapIntervalSGI = NULL;
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struct LGR_OpenGL
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{
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LG_RendererParams params;
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bool initialized;
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SDL_GLContext glContext;
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bool resizeWindow;
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LG_RendererFormat format;
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GLuint intFormat;
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GLuint vboFormat;
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size_t texSize;
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uint64_t drawStart;
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bool hasBuffers;
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GLuint vboID[VBO_BUFFERS];
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uint8_t * texPixels[VBO_BUFFERS];
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int texIndex;
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bool hasTextures;
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GLuint vboTex[VBO_BUFFERS + 1]; // extra texture for FPS
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uint gpuFrameCount;
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bool fpsTexture;
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uint64_t lastFrameTime;
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uint64_t renderTime;
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uint64_t frameCount;
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SDL_Rect fpsRect;
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};
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void lgr_opengl_on_resize(void * opaque, const int width, const int height);
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bool lgr_opengl_check_error(const char * name)
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{
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GLenum error = glGetError();
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if (error == GL_NO_ERROR)
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return false;
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const GLubyte * errStr = gluErrorString(error);
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DEBUG_ERROR("%s = %d (%s)", name, error, errStr);
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return true;
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}
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const char * lgr_opengl_get_name()
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{
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return "OpenGL";
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}
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bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, const LG_RendererFormat format)
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{
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// create our local storage
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*opaque = malloc(sizeof(struct LGR_OpenGL));
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if (!*opaque)
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{
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DEBUG_INFO("Failed to allocate %lu bytes", sizeof(struct LGR_OpenGL));
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return false;
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}
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memset(*opaque, 0, sizeof(struct LGR_OpenGL));
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struct LGR_OpenGL * this = (struct LGR_OpenGL *)*opaque;
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memcpy(&this->params, ¶ms, sizeof(LG_RendererParams));
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this->glContext = SDL_GL_CreateContext(params.window);
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if (!this->glContext)
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{
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DEBUG_ERROR("Failed to create the OpenGL context");
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return false;
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}
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if (SDL_GL_MakeCurrent(params.window, this->glContext) != 0)
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{
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DEBUG_ERROR("Failed to make the GL context current");
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return false;
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}
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if (!glXGetVideoSyncSGI)
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{
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glXGetVideoSyncSGI = (PFNGLXGETVIDEOSYNCSGIPROC )glXGetProcAddress((const GLubyte *)"glXGetVideoSyncSGI" );
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glXWaitVideoSyncSGI = (PFNGLXWAITVIDEOSYNCSGIPROC)glXGetProcAddress((const GLubyte *)"glXWaitVideoSyncSGI");
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glXSwapIntervalSGI = (PFNGLXSWAPINTERVALSGIPROC )glXGetProcAddress((const GLubyte *)"glXSwapIntervalSGI" );
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if (!glXGetVideoSyncSGI || !glXWaitVideoSyncSGI || !glXSwapIntervalSGI)
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{
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glXGetVideoSyncSGI = NULL;
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DEBUG_ERROR("Failed to get proc addresses");
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return false;
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}
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}
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SDL_GL_SetSwapInterval(params.vsync ? 1 : 0);
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// check if the GPU supports GL_ARB_buffer_storage first
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// there is no advantage to this renderer if it is not present.
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const GLubyte * extensions = glGetString(GL_EXTENSIONS);
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if (!gluCheckExtension((const GLubyte *)"GL_ARB_buffer_storage", extensions))
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{
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DEBUG_INFO("The GPU doesn't support GL_ARB_buffer_storage");
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return false;
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}
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// assume 24 and 32 bit formats are RGB and RGBA
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switch(format.bpp)
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{
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case 24:
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this->intFormat = GL_RGB8;
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this->vboFormat = GL_BGR;
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break;
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case 32:
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this->intFormat = GL_RGBA8;
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this->vboFormat = GL_BGRA;
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break;
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default:
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DEBUG_INFO("%d bpp not supported", format.bpp);
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return false;
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}
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// calculate the texture size in bytes
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this->texSize = format.height * format.pitch;
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// generate the pixel unpack buffers
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glGenBuffers(VBO_BUFFERS, this->vboID);
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if (lgr_opengl_check_error("glGenBuffers"))
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return false;
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this->hasBuffers = true;
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// persistant bind the buffers
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for (int i = 0; i < VBO_BUFFERS; ++i)
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{
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[i]);
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if (lgr_opengl_check_error("glBindBuffer"))
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return false;
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glBufferStorage(GL_PIXEL_UNPACK_BUFFER, this->texSize, 0, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
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if (lgr_opengl_check_error("glBufferStorage"))
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return false;
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this->texPixels[i] = glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, this->texSize,
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GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
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if (lgr_opengl_check_error("glMapBufferRange"))
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return false;
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if (!this->texPixels[i])
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{
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DEBUG_ERROR("Failed to map the buffer range");
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return false;
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}
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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}
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// create the textures
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glGenTextures(VBO_BUFFERS + (params.showFPS ? 1 : 0), this->vboTex);
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if (lgr_opengl_check_error("glGenTextures"))
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return false;
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this->hasTextures = true;
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// bind the textures to the unpack buffers
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for (int i = 0; i < VBO_BUFFERS; ++i)
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{
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glBindTexture(GL_TEXTURE_2D, this->vboTex[i]);
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if (lgr_opengl_check_error("glBindTexture"))
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return false;
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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this->intFormat,
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format.width, format.height,
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0,
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this->vboFormat,
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GL_UNSIGNED_BYTE,
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(void*)0
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);
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if (lgr_opengl_check_error("glTexImage2D"))
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return 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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this->resizeWindow = true;
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this->drawStart = nanotime();
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// copy the format into the local storage
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memcpy(&this->format, &format, sizeof(LG_RendererFormat));
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this->initialized = true;
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return true;
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}
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void lgr_opengl_deinitialize(void * opaque)
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{
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struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
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if (!this)
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return;
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if (this->hasTextures)
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glDeleteTextures(VBO_BUFFERS, this->vboTex);
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if (this->hasBuffers)
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glDeleteBuffers(VBO_BUFFERS, this->vboID);
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if (this->glContext)
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SDL_GL_DeleteContext(this->glContext);
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free(this);
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}
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bool lgr_opengl_is_compatible(void * opaque, const LG_RendererFormat format)
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{
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const struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
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if (!this || !this->initialized)
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return false;
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return (memcmp(&this->format, &format, sizeof(LG_RendererFormat)) == 0);
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}
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void lgr_opengl_on_resize(void * opaque, const int width, const int height)
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{
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struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
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if (!this || !this->initialized)
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return;
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this->params.width = width;
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this->params.height = height;
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this->resizeWindow = true;
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}
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bool lgr_opengl_render(void * opaque, const LG_RendererRect destRect, const uint8_t * data, bool resample)
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{
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struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
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if (!this || !this->initialized)
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return false;
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if (SDL_GL_MakeCurrent(this->params.window, this->glContext) != 0)
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{
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DEBUG_ERROR("Failed to make the GL context current");
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return false;
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}
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if (this->resizeWindow)
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{
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// setup the projection matrix
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glViewport(0, 0, this->params.width, this->params.height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluOrtho2D(0, this->params.width, this->params.height, 0);
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glMatrixMode(GL_MODELVIEW);
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this->resizeWindow = false;
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (this->params.showFPS && this->renderTime > 1e9)
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{
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char str[128];
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const float avgFPS = 1000.0f / (((float)this->renderTime / this->frameCount) / 1e6f);
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snprintf(str, sizeof(str), "FPS: %8.4f", avgFPS);
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SDL_Color color = {0xff, 0xff, 0xff};
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SDL_Surface *textSurface = NULL;
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if (!(textSurface = TTF_RenderText_Blended(this->params.font, str, color)))
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{
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DEBUG_ERROR("Failed to render text");
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return false;
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}
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glBindTexture(GL_TEXTURE_2D , this->vboTex[VBO_BUFFERS]);
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glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
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glPixelStorei(GL_UNPACK_ROW_LENGTH, textSurface->w );
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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textSurface->format->BytesPerPixel,
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textSurface->w,
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textSurface->h,
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0,
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GL_BGRA,
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GL_UNSIGNED_BYTE,
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textSurface->pixels
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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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this->fpsRect.x = 5;
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this->fpsRect.y = 5;
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this->fpsRect.w = textSurface->w;
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this->fpsRect.h = textSurface->h;
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SDL_FreeSurface(textSurface);
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this->renderTime = 0;
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this->frameCount = 0;
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this->fpsTexture = true;
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}
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// copy the buffer to the texture
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memcpySSE(this->texPixels[this->texIndex], data, this->texSize);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[this->texIndex]);
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glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, this->texSize);
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// bind the texture and update it
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glBindTexture(GL_TEXTURE_2D , this->vboTex[this->texIndex]);
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glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
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glPixelStorei(GL_UNPACK_ROW_LENGTH , this->format.width );
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// wait until the last frame has been presented
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glFlush();
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uint count;
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glXGetVideoSyncSGI(&count);
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if (this->gpuFrameCount == count)
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{
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uint remainder;
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glXWaitVideoSyncSGI(count, 1, &remainder);
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this->gpuFrameCount = count + 1;
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}
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else
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this->gpuFrameCount = count;
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// update the texture
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glTexSubImage2D(
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GL_TEXTURE_2D,
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0,
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0, 0,
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this->format.width ,
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this->format.height,
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this->vboFormat,
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GL_UNSIGNED_BYTE,
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(void*)0
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);
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const bool mipmap = resample && (
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(this->format.width > destRect.w) ||
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(this->format.height > destRect.h));
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// unbind the buffer
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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// configure the texture
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (mipmap)
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{
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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}
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else
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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// draw the screen
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glBindTexture(GL_TEXTURE_2D, this->vboTex[this->texIndex]);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f); glVertex2i(destRect.x , destRect.y );
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glTexCoord2f(1.0f, 0.0f); glVertex2i(destRect.x + destRect.w, destRect.y );
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glTexCoord2f(0.0f, 1.0f); glVertex2i(destRect.x , destRect.y + destRect.h);
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glTexCoord2f(1.0f, 1.0f); glVertex2i(destRect.x + destRect.w, destRect.y + destRect.h);
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glEnd();
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if (this->fpsTexture)
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{
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glEnable(GL_BLEND);
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glDisable(GL_TEXTURE_2D);
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glColor4f(0.0f, 0.0f, 1.0f, 0.5f);
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glBegin(GL_TRIANGLE_STRIP);
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glVertex2i(this->fpsRect.x , this->fpsRect.y );
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glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
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glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
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glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
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glEnd();
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, this->vboTex[VBO_BUFFERS]);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f , 0.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y );
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glTexCoord2f(1.0f , 0.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
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glTexCoord2f(0.0f , 1.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
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glTexCoord2f(1.0f, 1.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
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glEnd();
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glDisable(GL_BLEND);
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}
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++this->frameCount;
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if (this->params.vsync)
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SDL_GL_SwapWindow(this->params.window);
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const uint64_t t = nanotime();
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this->renderTime += t - this->lastFrameTime;
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this->lastFrameTime = t;
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if (++this->texIndex == VBO_BUFFERS)
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this->texIndex = 0;
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return true;
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}
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const LG_Renderer LGR_OpenGL =
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{
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.get_name = lgr_opengl_get_name,
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.initialize = lgr_opengl_initialize,
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.deinitialize = lgr_opengl_deinitialize,
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.is_compatible = lgr_opengl_is_compatible,
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.on_resize = lgr_opengl_on_resize,
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.render = lgr_opengl_render
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}; |