Add: [OpenGL] Accelerated mouse cursor drawing.

This commit is contained in:
Michael Lutz 2021-01-16 16:43:38 +01:00
parent d4dbb3f46e
commit 6bcc4884c2
5 changed files with 481 additions and 29 deletions

View File

@ -9,25 +9,33 @@
/** @file opengl_shader.h OpenGL shader programs. */
/** Vertex shader that just passes colour and tex coords through. */
static const char *_vertex_shader_direct[] = {
/** Vertex shader that positions a sprite on screen.. */
static const char *_vertex_shader_sprite[] = {
"#version 110\n",
"uniform vec4 sprite;",
"uniform vec2 screen;",
"attribute vec2 position, colour_uv;",
"varying vec2 colour_tex_uv;",
"void main() {",
" vec2 size = sprite.zw / screen.xy;",
" vec2 offset = ((2.0 * sprite.xy + sprite.zw) / screen.xy - 1.0) * vec2(1.0, -1.0);",
" colour_tex_uv = colour_uv;",
" gl_Position = vec4(position, 0.0, 1.0);",
" gl_Position = vec4(position * size + offset, 0.0, 1.0);",
"}",
};
/** GLSL 1.50 vertex shader that just passes colour and tex coords through. */
static const char *_vertex_shader_direct_150[] = {
/** GLSL 1.50 vertex shader that positions a sprite on screen. */
static const char *_vertex_shader_sprite_150[] = {
"#version 150\n",
"uniform vec4 sprite;",
"uniform vec2 screen;",
"in vec2 position, colour_uv;",
"out vec2 colour_tex_uv;",
"void main() {",
" vec2 size = sprite.zw / screen.xy;",
" vec2 offset = ((2.0 * sprite.xy + sprite.zw) / screen.xy - 1.0) * vec2(1.0, -1.0);",
" colour_tex_uv = colour_uv;",
" gl_Position = vec4(position, 0.0, 1.0);",
" gl_Position = vec4(position * size + offset, 0.0, 1.0);",
"}",
};
@ -76,3 +84,65 @@ static const char *_frag_shader_palette_150[] = {
" colour = texture(palette, idx);",
"}",
};
/** Fragment shader function for remap brightness modulation. */
static const char *_frag_shader_remap_func = \
"float max3(vec3 v) {"
" return max(max(v.x, v.y), v.z);"
"}"
""
"vec3 adj_brightness(vec3 colour, float brightness) {"
" vec3 adj = colour * (brightness > 0.0 ? brightness / 0.5 : 1.0);"
" vec3 ob_vec = clamp(adj - 1.0, 0.0, 1.0);"
" float ob = (ob_vec.r + ob_vec.g + ob_vec.b) / 2.0;"
""
" return clamp(adj + ob * (1.0 - adj), 0.0, 1.0);"
"}";
/** Fragment shader that performs a palette lookup to read the colour from an 8bpp texture. */
static const char *_frag_shader_rgb_mask_blend[] = {
"#version 110\n",
"#extension GL_ATI_shader_texture_lod: enable\n",
"#extension GL_ARB_shader_texture_lod: enable\n",
"uniform sampler2D colour_tex;",
"uniform sampler1D palette;",
"uniform sampler2D remap_tex;",
"uniform bool rgb;",
"uniform float zoom;",
"varying vec2 colour_tex_uv;",
"",
_frag_shader_remap_func,
"",
"void main() {",
" float idx = texture2DLod(remap_tex, colour_tex_uv, zoom).r;",
" vec4 remap_col = texture1D(palette, idx);",
" vec4 rgb_col = texture2DLod(colour_tex, colour_tex_uv, zoom);",
"",
" gl_FragData[0].a = rgb ? rgb_col.a : remap_col.a;",
" gl_FragData[0].rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
"}",
};
/** GLSL 1.50 fragment shader that performs a palette lookup to read the colour from an 8bpp texture. */
static const char *_frag_shader_rgb_mask_blend_150[] = {
"#version 150\n",
"uniform sampler2D colour_tex;",
"uniform sampler1D palette;",
"uniform sampler2D remap_tex;",
"uniform float zoom;",
"uniform bool rgb;",
"in vec2 colour_tex_uv;",
"out vec4 colour;",
"",
_frag_shader_remap_func,
"",
"void main() {",
" float idx = textureLod(remap_tex, colour_tex_uv, zoom).r;",
" vec4 remap_col = texture(palette, idx);",
" vec4 rgb_col = textureLod(colour_tex, colour_tex_uv, zoom);",
"",
" colour.a = rgb ? rgb_col.a : remap_col.a;",
" colour.rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
"}",
};

View File

@ -26,9 +26,11 @@
#include "../core/geometry_func.hpp"
#include "../core/mem_func.hpp"
#include "../core/math_func.hpp"
#include "../core/mem_func.hpp"
#include "../gfx_func.h"
#include "../debug.h"
#include "../blitter/factory.hpp"
#include "../zoom_func.h"
#include "../table/opengl_shader.h"
@ -67,6 +69,9 @@ static PFNGLGETSHADERIVPROC _glGetShaderiv;
static PFNGLGETSHADERINFOLOGPROC _glGetShaderInfoLog;
static PFNGLGETUNIFORMLOCATIONPROC _glGetUniformLocation;
static PFNGLUNIFORM1IPROC _glUniform1i;
static PFNGLUNIFORM1FPROC _glUniform1f;
static PFNGLUNIFORM2FPROC _glUniform2f;
static PFNGLUNIFORM4FPROC _glUniform4f;
static PFNGLGETATTRIBLOCATIONPROC _glGetAttribLocation;
static PFNGLENABLEVERTEXATTRIBARRAYPROC _glEnableVertexAttribArray;
@ -80,6 +85,9 @@ struct Simple2DVertex {
float u, v;
};
/** Maximum number of cursor sprites to cache. */
static const int MAX_CACHED_CURSORS = 48;
/* static */ OpenGLBackend *OpenGLBackend::instance = nullptr;
GetOGLProcAddressProc GetOGLProcAddress;
@ -231,6 +239,9 @@ static bool BindShaderExtensions()
_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)GetOGLProcAddress("glGetShaderInfoLog");
_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)GetOGLProcAddress("glGetUniformLocation");
_glUniform1i = (PFNGLUNIFORM1IPROC)GetOGLProcAddress("glUniform1i");
_glUniform1f = (PFNGLUNIFORM1FPROC)GetOGLProcAddress("glUniform1f");
_glUniform2f = (PFNGLUNIFORM2FPROC)GetOGLProcAddress("glUniform2f");
_glUniform4f = (PFNGLUNIFORM4FPROC)GetOGLProcAddress("glUniform4f");
_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)GetOGLProcAddress("glGetAttribLocation");
_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)GetOGLProcAddress("glEnableVertexAttribArray");
@ -253,6 +264,9 @@ static bool BindShaderExtensions()
_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)GetOGLProcAddress("glGetInfoLogARB");
_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)GetOGLProcAddress("glGetUniformLocationARB");
_glUniform1i = (PFNGLUNIFORM1IPROC)GetOGLProcAddress("glUniform1iARB");
_glUniform1f = (PFNGLUNIFORM1FPROC)GetOGLProcAddress("glUniform1fARB");
_glUniform2f = (PFNGLUNIFORM2FPROC)GetOGLProcAddress("glUniform2fARB");
_glUniform4f = (PFNGLUNIFORM4FPROC)GetOGLProcAddress("glUniform4fARB");
_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)GetOGLProcAddress("glGetAttribLocationARB");
_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)GetOGLProcAddress("glEnableVertexAttribArrayARB");
@ -271,8 +285,9 @@ static bool BindShaderExtensions()
return _glCreateProgram != nullptr && _glDeleteProgram != nullptr && _glLinkProgram != nullptr && _glGetProgramiv != nullptr && _glGetProgramInfoLog != nullptr &&
_glCreateShader != nullptr && _glDeleteShader != nullptr && _glShaderSource != nullptr && _glCompileShader != nullptr && _glAttachShader != nullptr &&
_glGetShaderiv != nullptr && _glGetShaderInfoLog != nullptr && _glGetUniformLocation != nullptr && _glUniform1i != nullptr &&
_glGetAttribLocation != nullptr && _glEnableVertexAttribArray != nullptr && _glDisableVertexAttribArray != nullptr && _glVertexAttribPointer != nullptr;
_glGetShaderiv != nullptr && _glGetShaderInfoLog != nullptr && _glGetUniformLocation != nullptr && _glUniform1i != nullptr && _glUniform1f != nullptr &&
_glUniform2f != nullptr && _glUniform4f != nullptr && _glGetAttribLocation != nullptr && _glEnableVertexAttribArray != nullptr && _glDisableVertexAttribArray != nullptr &&
_glVertexAttribPointer != nullptr;
}
/** Callback to receive OpenGL debug messages. */
@ -356,7 +371,7 @@ void SetupDebugOutput()
/**
* Construct OpenGL back-end class.
*/
OpenGLBackend::OpenGLBackend()
OpenGLBackend::OpenGLBackend() : cursor_cache(MAX_CACHED_CURSORS)
{
}
@ -365,7 +380,11 @@ OpenGLBackend::OpenGLBackend()
*/
OpenGLBackend::~OpenGLBackend()
{
ClearCursorCache();
OpenGLSprite::Destroy();
if (_glDeleteProgram != nullptr) {
_glDeleteProgram(this->remap_program);
_glDeleteProgram(this->vid_program);
_glDeleteProgram(this->pal_program);
}
@ -419,7 +438,12 @@ const char *OpenGLBackend::Init()
if (!BindShaderExtensions()) return "Failed to bind shader extension functions";
if (IsOpenGLVersionAtLeast(3, 2) && _glBindFragDataLocation == nullptr) return "OpenGL claims to support version 3.2 but doesn't have glBindFragDataLocation";
DEBUG(driver, 2, "OpenGL shading language version: %s", (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION));
/* Check available texture units. */
GLint max_tex_units = 0;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_tex_units);
if (max_tex_units < 3) return "Not enough simultaneous textures supported";
DEBUG(driver, 2, "OpenGL shading language version: %s, texture units = %d", (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION), (int)max_tex_units);
if (!this->InitShaders()) return "Failed to initialize shaders";
@ -446,19 +470,41 @@ const char *OpenGLBackend::Init()
glBindTexture(GL_TEXTURE_1D, 0);
if (glGetError() != GL_NO_ERROR) return "Can't generate palette lookup texture";
/* Bind uniforms in RGB rendering shader program. */
/* Bind uniforms in rendering shader program. */
GLint tex_location = _glGetUniformLocation(this->vid_program, "colour_tex");
GLint palette_location = _glGetUniformLocation(this->vid_program, "palette");
GLint sprite_location = _glGetUniformLocation(this->vid_program, "sprite");
GLint screen_location = _glGetUniformLocation(this->vid_program, "screen");
_glUseProgram(this->vid_program);
_glUniform1i(tex_location, 0); // Texture unit 0.
_glUniform1i(palette_location, 1); // Texture unit 1.
/* Values that result in no transform. */
_glUniform4f(sprite_location, 0.0f, 0.0f, 1.0f, 1.0f);
_glUniform2f(screen_location, 1.0f, 1.0f);
/* Bind uniforms in palette rendering shader program. */
tex_location = _glGetUniformLocation(this->pal_program, "colour_tex");
palette_location = _glGetUniformLocation(this->pal_program, "palette");
sprite_location = _glGetUniformLocation(this->pal_program, "sprite");
screen_location = _glGetUniformLocation(this->pal_program, "screen");
_glUseProgram(this->pal_program);
_glUniform1i(tex_location, 0); // Texture unit 0.
_glUniform1i(palette_location, 1); // Texture unit 1.
_glUniform4f(sprite_location, 0.0f, 0.0f, 1.0f, 1.0f);
_glUniform2f(screen_location, 1.0f, 1.0f);
/* Bind uniforms in remap shader program. */
tex_location = _glGetUniformLocation(this->remap_program, "colour_tex");
palette_location = _glGetUniformLocation(this->remap_program, "palette");
GLint remap_location = _glGetUniformLocation(this->remap_program, "remap_tex");
this->remap_sprite_loc = _glGetUniformLocation(this->remap_program, "sprite");
this->remap_screen_loc = _glGetUniformLocation(this->remap_program, "screen");
this->remap_zoom_loc = _glGetUniformLocation(this->remap_program, "zoom");
this->remap_rgb_loc = _glGetUniformLocation(this->remap_program, "rgb");
_glUseProgram(this->remap_program);
_glUniform1i(tex_location, 0); // Texture unit 0.
_glUniform1i(palette_location, 1); // Texture unit 1.
_glUniform1i(remap_location, 2); // Texture unit 2.
/* Create pixel buffer object as video buffer storage. */
_glGenBuffers(1, &this->vid_pbo);
@ -494,8 +540,14 @@ const char *OpenGLBackend::Init()
_glVertexAttribPointer(colour_position, 2, GL_FLOAT, GL_FALSE, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, u));
_glBindVertexArray(0);
/* Create resources for sprite rendering. */
if (!OpenGLSprite::Create()) return "Failed to create sprite rendering resources";
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glDisable(GL_DEPTH_TEST);
/* Enable alpha blending using the src alpha factor. */
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
(void)glGetError(); // Clear errors.
return nullptr;
@ -563,7 +615,7 @@ bool OpenGLBackend::InitShaders()
/* Create vertex shader. */
GLuint vert_shader = _glCreateShader(GL_VERTEX_SHADER);
_glShaderSource(vert_shader, glsl_150 ? lengthof(_vertex_shader_direct_150) : lengthof(_vertex_shader_direct), glsl_150 ? _vertex_shader_direct_150 : _vertex_shader_direct, nullptr);
_glShaderSource(vert_shader, glsl_150 ? lengthof(_vertex_shader_sprite_150) : lengthof(_vertex_shader_sprite), glsl_150 ? _vertex_shader_sprite_150 : _vertex_shader_sprite, nullptr);
_glCompileShader(vert_shader);
if (!VerifyShader(vert_shader)) return false;
@ -579,6 +631,12 @@ bool OpenGLBackend::InitShaders()
_glCompileShader(frag_shader_pal);
if (!VerifyShader(frag_shader_pal)) return false;
/* Sprite remap fragment shader. */
GLuint remap_shader = _glCreateShader(GL_FRAGMENT_SHADER);
_glShaderSource(remap_shader, glsl_150 ? lengthof(_frag_shader_rgb_mask_blend_150) : lengthof(_frag_shader_rgb_mask_blend), glsl_150 ? _frag_shader_rgb_mask_blend_150 : _frag_shader_rgb_mask_blend, nullptr);
_glCompileShader(remap_shader);
if (!VerifyShader(remap_shader)) return false;
/* Link shaders to program. */
this->vid_program = _glCreateProgram();
_glAttachShader(this->vid_program, vert_shader);
@ -588,10 +646,15 @@ bool OpenGLBackend::InitShaders()
_glAttachShader(this->pal_program, vert_shader);
_glAttachShader(this->pal_program, frag_shader_pal);
this->remap_program = _glCreateProgram();
_glAttachShader(this->remap_program, vert_shader);
_glAttachShader(this->remap_program, remap_shader);
if (glsl_150) {
/* Bind fragment shader outputs. */
_glBindFragDataLocation(this->vid_program, 0, "colour");
_glBindFragDataLocation(this->pal_program, 0, "colour");
_glBindFragDataLocation(this->remap_program, 0, "colour");
}
_glLinkProgram(this->vid_program);
@ -600,9 +663,13 @@ bool OpenGLBackend::InitShaders()
_glLinkProgram(this->pal_program);
if (!VerifyProgram(this->pal_program)) return false;
_glLinkProgram(this->remap_program);
if (!VerifyProgram(this->remap_program)) return false;
_glDeleteShader(vert_shader);
_glDeleteShader(frag_shader_rgb);
_glDeleteShader(frag_shader_pal);
_glDeleteShader(remap_shader);
return true;
}
@ -656,6 +723,10 @@ bool OpenGLBackend::Resize(int w, int h, bool force)
_screen.pitch = pitch;
_screen.dst_ptr = nullptr;
/* Update screen size in remap shader program. */
_glUseProgram(this->remap_program);
_glUniform2f(this->remap_screen_loc, (float)_screen.width, (float)_screen.height);
return true;
}
@ -683,6 +754,8 @@ void OpenGLBackend::Paint()
{
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_BLEND);
/* Blit video buffer to screen. */
_glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, this->vid_texture);
@ -691,6 +764,44 @@ void OpenGLBackend::Paint()
_glUseProgram(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 8 ? this->pal_program : this->vid_program);
_glBindVertexArray(this->vao_quad);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glEnable(GL_BLEND);
}
/**
* Draw mouse cursor on screen.
*/
void OpenGLBackend::DrawMouseCursor()
{
/* Draw cursor on screen */
_cur_dpi = &_screen;
for (uint i = 0; i < _cursor.sprite_count; ++i) {
SpriteID sprite = _cursor.sprite_seq[i].sprite;
if (!this->cursor_cache.Contains(sprite)) {
Sprite *old = this->cursor_cache.Insert(sprite, (Sprite *)GetRawSprite(sprite, ST_NORMAL, &SimpleSpriteAlloc, this));
if (old != nullptr) {
OpenGLSprite *sprite = (OpenGLSprite *)old->data;
sprite->~OpenGLSprite();
free(old);
}
}
this->RenderOglSprite((OpenGLSprite *)this->cursor_cache.Get(sprite)->data, _cursor.pos.x + _cursor.sprite_pos[i].x, _cursor.pos.y + _cursor.sprite_pos[i].y, ZOOM_LVL_GUI);
}
}
/**
* Clear all cached cursor sprites.
*/
void OpenGLBackend::ClearCursorCache()
{
Sprite *sp;
while ((sp = this->cursor_cache.Pop()) != nullptr) {
OpenGLSprite *sprite = (OpenGLSprite *)sp->data;
sprite->~OpenGLSprite();
free(sp);
}
}
/**
@ -731,3 +842,220 @@ void OpenGLBackend::ReleaseVideoBuffer(const Rect &update_rect)
}
}
/* virtual */ Sprite *OpenGLBackend::Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator)
{
/* Allocate and construct sprite data. */
Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sizeof(OpenGLSprite));
OpenGLSprite *gl_sprite = (OpenGLSprite *)dest_sprite->data;
new (gl_sprite) OpenGLSprite(sprite->width, sprite->height, sprite->type == ST_FONT ? 1 : ZOOM_LVL_COUNT, sprite->colours);
/* Upload texture data. */
for (int i = 0; i < (sprite->type == ST_FONT ? 1 : ZOOM_LVL_COUNT); i++) {
gl_sprite->Update(sprite[i].width, sprite[i].height, i, sprite[i].data);
}
dest_sprite->height = sprite->height;
dest_sprite->width = sprite->width;
dest_sprite->x_offs = sprite->x_offs;
dest_sprite->y_offs = sprite->y_offs;
return dest_sprite;
}
/**
* Render a sprite to the back buffer.
* @param gl_sprite Sprite to render.
* @param x X position of the sprite.
* @param y Y position of the sprite.
* @param zoom Zoom level to use.
*/
void OpenGLBackend::RenderOglSprite(OpenGLSprite *gl_sprite, uint x, uint y, ZoomLevel zoom)
{
/* Set textures. */
bool rgb = gl_sprite->BindTextures();
_glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_1D, this->pal_texture);
/* Set up shader program. */
Dimension dim = gl_sprite->GetSize(zoom);
_glUseProgram(this->remap_program);
_glUniform4f(this->remap_sprite_loc, (float)x, (float)y, (float)dim.width, (float)dim.height);
_glUniform1f(this->remap_zoom_loc, (float)(zoom - ZOOM_LVL_BEGIN));
_glUniform2f(this->remap_screen_loc, (float)_screen.width, (float)_screen.height);
_glUniform1i(this->remap_rgb_loc, rgb ? 1 : 0);
_glBindVertexArray(this->vao_quad);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
/* static */ GLuint OpenGLSprite::dummy_tex[] = { 0, 0 };
/**
* Create all common resources for sprite rendering.
* @return True if no error occurred.
*/
/* static */ bool OpenGLSprite::Create()
{
glGenTextures(NUM_TEX, OpenGLSprite::dummy_tex);
for (int t = TEX_RGBA; t < NUM_TEX; t++) {
glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[t]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 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);
}
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
/* Load dummy RGBA texture. */
const Colour rgb_pixel(0, 0, 0);
glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[TEX_RGBA]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &rgb_pixel);
/* Load dummy remap texture. */
const uint pal = 0;
glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[TEX_REMAP]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &pal);
return glGetError() == GL_NO_ERROR;
}
/** Free all common resources for sprite rendering. */
/* static */ void OpenGLSprite::Destroy()
{
glDeleteTextures(NUM_TEX, OpenGLSprite::dummy_tex);
}
/**
* Create an OpenGL sprite with a palette remap part.
* @param width Width of the top-level texture.
* @param height Height of the top-level texture.
* @param levels Number of mip-map levels.
* @param components Indicates which sprite components are used.
*/
OpenGLSprite::OpenGLSprite(uint width, uint height, uint levels, SpriteColourComponent components)
{
assert(levels > 0);
(void)glGetError();
this->dim.width = width;
this->dim.height = height;
MemSetT(this->tex, 0, NUM_TEX);
_glActiveTexture(GL_TEXTURE0);
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
for (int t = TEX_RGBA; t < NUM_TEX; t++) {
/* Sprite component present? */
if (t == TEX_RGBA && components == SCC_PAL) continue;
if (t == TEX_REMAP && (components & SCC_PAL) != SCC_PAL) continue;
/* Allocate texture. */
glGenTextures(1, &this->tex[t]);
glBindTexture(GL_TEXTURE_2D, this->tex[t]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, levels - 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
/* Set size. */
for (uint i = 0, w = width, h = height; i < levels; i++, w /= 2, h /= 2) {
assert(w * h != 0);
if (t == TEX_REMAP) {
glTexImage2D(GL_TEXTURE_2D, i, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
} else {
glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
}
}
}
assert(glGetError() == GL_NO_ERROR);
}
OpenGLSprite::~OpenGLSprite()
{
glDeleteTextures(NUM_TEX, this->tex);
}
/**
* Update a single mip-map level with new pixel data.
* @param width Width of the level.
* @param height Height of the level.
* @param level Mip-map level.
* @param data New pixel data.
*/
void OpenGLSprite::Update(uint width, uint height, uint level, const SpriteLoader::CommonPixel * data)
{
static ReusableBuffer<Colour> buf_rgba;
static ReusableBuffer<uint8> buf_pal;
_glActiveTexture(GL_TEXTURE0);
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
if (this->tex[TEX_RGBA] != 0) {
/* Unpack pixel data */
Colour *rgba = buf_rgba.Allocate(width * height);
for (size_t i = 0; i < width * height; i++) {
rgba[i].r = data[i].r;
rgba[i].g = data[i].g;
rgba[i].b = data[i].b;
rgba[i].a = data[i].a;
}
glBindTexture(GL_TEXTURE_2D, this->tex[TEX_RGBA]);
glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, rgba);
}
if (this->tex[TEX_REMAP] != 0) {
/* Unpack and align pixel data. */
int pitch = Align(width, 4);
uint8 *pal = buf_pal.Allocate(pitch * height);
const SpriteLoader::CommonPixel *row = data;
for (uint y = 0; y < height; y++, pal += pitch, row += width) {
for (uint x = 0; x < width; x++) {
pal[x] = row[x].m;
}
}
glBindTexture(GL_TEXTURE_2D, this->tex[TEX_REMAP]);
glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, buf_pal.GetBuffer());
}
assert(glGetError() == GL_NO_ERROR);
}
/**
* Query the sprite size at a certain zoom level.
* @param level The zoom level to query.
* @return Sprite size at the given zoom level.
*/
inline Dimension OpenGLSprite::GetSize(ZoomLevel level) const
{
Dimension sd = { (uint)UnScaleByZoomLower(this->dim.width, level), (uint)UnScaleByZoomLower(this->dim.height, level) };
return sd;
}
/**
* Bind textures for rendering this sprite.
* @return True if the sprite has RGBA data.
*/
bool OpenGLSprite::BindTextures()
{
_glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, this->tex[TEX_RGBA] != 0 ? this->tex[TEX_RGBA] : OpenGLSprite::dummy_tex[TEX_RGBA]);
_glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, this->tex[TEX_REMAP] != 0 ? this->tex[TEX_REMAP] : OpenGLSprite::dummy_tex[TEX_REMAP]);
return this->tex[TEX_RGBA] != 0;
}

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@ -15,6 +15,8 @@
#include "../core/alloc_type.hpp"
#include "../core/geometry_type.hpp"
#include "../gfx_type.h"
#include "../spriteloader/spriteloader.hpp"
#include "../misc/lrucache.hpp"
typedef void (*OGLProc)();
typedef OGLProc (*GetOGLProcAddressProc)(const char *proc);
@ -22,8 +24,10 @@ typedef OGLProc (*GetOGLProcAddressProc)(const char *proc);
bool IsOpenGLVersionAtLeast(byte major, byte minor);
const char *FindStringInExtensionList(const char *string, const char *substring);
class OpenGLSprite;
/** Platform-independent back-end class for OpenGL video drivers. */
class OpenGLBackend : public ZeroedMemoryAllocator {
class OpenGLBackend : public ZeroedMemoryAllocator, SpriteEncoder {
private:
static OpenGLBackend *instance; ///< Singleton instance pointer.
@ -35,12 +39,22 @@ private:
GLuint vbo_quad; ///< Vertex buffer with a fullscreen quad.
GLuint pal_texture; ///< Palette lookup texture.
GLuint remap_program; ///< Shader program for blending and rendering a RGBA + remap texture.
GLint remap_sprite_loc; ///< Uniform location for sprite parameters.
GLint remap_screen_loc; ///< Uniform location for screen size;
GLint remap_zoom_loc; ///< Uniform location for sprite zoom;
GLint remap_rgb_loc; ///< Uniform location for RGB mode flag;
LRUCache<SpriteID, Sprite> cursor_cache; ///< Cache of encoded cursor sprites.
OpenGLBackend();
~OpenGLBackend();
const char *Init();
bool InitShaders();
void RenderOglSprite(OpenGLSprite *gl_sprite, uint x, uint y, ZoomLevel zoom);
public:
/** Get singleton instance of this class. */
static inline OpenGLBackend *Get()
@ -54,8 +68,48 @@ public:
bool Resize(int w, int h, bool force = false);
void Paint();
void DrawMouseCursor();
void ClearCursorCache();
void *GetVideoBuffer();
void ReleaseVideoBuffer(const Rect &update_rect);
/* SpriteEncoder */
bool Is32BppSupported() override { return true; }
uint GetSpriteAlignment() override { return 1u << (ZOOM_LVL_COUNT - 1); }
Sprite *Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator) override;
};
/** Class that encapsulates a RGBA texture together with a paletted remap texture. */
class OpenGLSprite {
private:
/** Enum of all used OpenGL texture objects. */
enum Texture {
TEX_RGBA, ///< RGBA texture part.
TEX_REMAP, ///< Remap texture part.
NUM_TEX
};
Dimension dim;
GLuint tex[NUM_TEX]; ///< The texture objects.
static GLuint dummy_tex[NUM_TEX]; ///< 1x1 dummy textures to substitute for unused sprite components.
static bool Create();
static void Destroy();
bool BindTextures();
public:
OpenGLSprite(uint width, uint height, uint levels, SpriteColourComponent components);
~OpenGLSprite();
void Update(uint width, uint height, uint level, const SpriteLoader::CommonPixel *data);
Dimension GetSize(ZoomLevel level) const;
friend class OpenGLBackend;
};
#endif /* VIDEO_OPENGL_H */

View File

@ -1520,6 +1520,11 @@ bool VideoDriver_Win32OpenGL::AfterBlitterChange()
return true;
}
void VideoDriver_Win32OpenGL::ClearSystemSprites()
{
OpenGLBackend::Get()->ClearCursorCache();
}
bool VideoDriver_Win32OpenGL::AllocateBackingStore(int w, int h, bool force)
{
if (!force && w == _screen.width && h == _screen.height) return false;
@ -1554,30 +1559,21 @@ void VideoDriver_Win32OpenGL::Paint()
{
PerformanceMeasurer framerate(PFE_VIDEO);
if (IsEmptyRect(this->dirty_rect)) return;
if (_cur_palette.count_dirty != 0) {
Blitter *blitter = BlitterFactory::GetCurrentBlitter();
switch (blitter->UsePaletteAnimation()) {
case Blitter::PALETTE_ANIMATION_BLITTER:
blitter->PaletteAnimate(_local_palette);
break;
case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
OpenGLBackend::Get()->UpdatePalette(_local_palette.palette, _local_palette.first_dirty, _local_palette.count_dirty);
break;
case Blitter::PALETTE_ANIMATION_NONE:
break;
default:
NOT_REACHED();
/* Always push a changed palette to OpenGL. */
OpenGLBackend::Get()->UpdatePalette(_local_palette.palette, _local_palette.first_dirty, _local_palette.count_dirty);
if (blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_BLITTER) {
blitter->PaletteAnimate(_local_palette);
}
_cur_palette.count_dirty = 0;
}
OpenGLBackend::Get()->Paint();
if (_cursor.in_window) OpenGLBackend::Get()->DrawMouseCursor();
SwapBuffers(this->dc);
}

View File

@ -140,6 +140,10 @@ public:
bool HasEfficient8Bpp() const override { return true; }
bool UseSystemCursor() override { return true; }
void ClearSystemSprites() override;
const char *GetName() const override { return "win32-opengl"; }
protected: