mirror of
https://github.com/OpenTTD/OpenTTD.git
synced 2025-03-12 18:40:29 +00:00
1062 lines
42 KiB
C++
1062 lines
42 KiB
C++
/* $Id$ */
|
|
|
|
/*
|
|
* This file is part of OpenTTD.
|
|
* OpenTTD 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, version 2.
|
|
* OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
/** @file opengl_v.cpp OpenGL video driver support. */
|
|
|
|
#include "../stdafx.h"
|
|
|
|
#if defined(_WIN32)
|
|
# include <windows.h>
|
|
#endif
|
|
|
|
#if defined(__APPLE__)
|
|
# include <OpenGL/gl3.h>
|
|
#else
|
|
# include <GL/gl.h>
|
|
#endif
|
|
#include "../3rdparty/opengl/glext.h"
|
|
|
|
#include "opengl.h"
|
|
#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"
|
|
|
|
|
|
#include "../safeguards.h"
|
|
|
|
|
|
static PFNGLDEBUGMESSAGECONTROLPROC _glDebugMessageControl;
|
|
static PFNGLDEBUGMESSAGECALLBACKPROC _glDebugMessageCallback;
|
|
|
|
static PFNGLACTIVETEXTUREPROC _glActiveTexture;
|
|
|
|
static PFNGLGENBUFFERSPROC _glGenBuffers;
|
|
static PFNGLDELETEBUFFERSPROC _glDeleteBuffers;
|
|
static PFNGLBINDBUFFERPROC _glBindBuffer;
|
|
static PFNGLBUFFERDATAPROC _glBufferData;
|
|
static PFNGLMAPBUFFERPROC _glMapBuffer;
|
|
static PFNGLUNMAPBUFFERPROC _glUnmapBuffer;
|
|
|
|
static PFNGLGENVERTEXARRAYSPROC _glGenVertexArrays;
|
|
static PFNGLDELETEVERTEXARRAYSPROC _glDeleteVertexArrays;
|
|
static PFNGLBINDVERTEXARRAYPROC _glBindVertexArray;
|
|
|
|
static PFNGLCREATEPROGRAMPROC _glCreateProgram;
|
|
static PFNGLDELETEPROGRAMPROC _glDeleteProgram;
|
|
static PFNGLLINKPROGRAMPROC _glLinkProgram;
|
|
static PFNGLUSEPROGRAMPROC _glUseProgram;
|
|
static PFNGLGETPROGRAMIVPROC _glGetProgramiv;
|
|
static PFNGLGETPROGRAMINFOLOGPROC _glGetProgramInfoLog;
|
|
static PFNGLCREATESHADERPROC _glCreateShader;
|
|
static PFNGLDELETESHADERPROC _glDeleteShader;
|
|
static PFNGLSHADERSOURCEPROC _glShaderSource;
|
|
static PFNGLCOMPILESHADERPROC _glCompileShader;
|
|
static PFNGLATTACHSHADERPROC _glAttachShader;
|
|
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;
|
|
static PFNGLDISABLEVERTEXATTRIBARRAYPROC _glDisableVertexAttribArray;
|
|
static PFNGLVERTEXATTRIBPOINTERARBPROC _glVertexAttribPointer;
|
|
static PFNGLBINDFRAGDATALOCATIONPROC _glBindFragDataLocation;
|
|
|
|
/** A simple 2D vertex with just position and texture. */
|
|
struct Simple2DVertex {
|
|
float x, y;
|
|
float u, v;
|
|
};
|
|
|
|
/** Maximum number of cursor sprites to cache. */
|
|
static const int MAX_CACHED_CURSORS = 48;
|
|
|
|
/* static */ OpenGLBackend *OpenGLBackend::instance = nullptr;
|
|
|
|
GetOGLProcAddressProc GetOGLProcAddress;
|
|
|
|
/**
|
|
* Find a substring in a string made of space delimited elements. The substring
|
|
* has to match the complete element, partial matches don't count.
|
|
* @param string List of space delimited elements.
|
|
* @param substring Substring to find.
|
|
* @return Pointer to the start of the match or nullptr if the substring is not present.
|
|
*/
|
|
const char *FindStringInExtensionList(const char *string, const char *substring)
|
|
{
|
|
while (1) {
|
|
/* Is the extension string present at all? */
|
|
const char *pos = strstr(string, substring);
|
|
if (pos == nullptr) break;
|
|
|
|
/* Is this a real match, i.e. are the chars before and after the matched string
|
|
* indeed spaces (or the start or end of the string, respectively)? */
|
|
const char *end = pos + strlen(substring);
|
|
if ((pos == string || pos[-1] == ' ') && (*end == ' ' || *end == '\0')) return pos;
|
|
|
|
/* False hit, try again for the remaining string. */
|
|
string = end;
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
/**
|
|
* Check if an OpenGL extension is supported by the current context.
|
|
* @param extension The extension string to test.
|
|
* @return True if the extension is supported, false if not.
|
|
*/
|
|
static bool IsOpenGLExtensionSupported(const char *extension)
|
|
{
|
|
static PFNGLGETSTRINGIPROC glGetStringi = nullptr;
|
|
static bool glGetStringi_loaded = false;
|
|
|
|
/* Starting with OpenGL 3.0 the preferred API to get the extensions
|
|
* has changed. Try to load the required function once. */
|
|
if (!glGetStringi_loaded) {
|
|
if (IsOpenGLVersionAtLeast(3, 0)) glGetStringi = (PFNGLGETSTRINGIPROC)GetOGLProcAddress("glGetStringi");
|
|
glGetStringi_loaded = true;
|
|
}
|
|
|
|
if (glGetStringi != nullptr) {
|
|
/* New style: Each supported extension can be queried and compared independently. */
|
|
GLint num_exts;
|
|
glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts);
|
|
|
|
for (GLint i = 0; i < num_exts; i++) {
|
|
const char *entry = (const char *)glGetStringi(GL_EXTENSIONS, i);
|
|
if (strcmp(entry, extension) == 0) return true;
|
|
}
|
|
} else {
|
|
/* Old style: A single, space-delimited string for all extensions. */
|
|
return FindStringInExtensionList((const char *)glGetString(GL_EXTENSIONS), extension) != nullptr;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static byte _gl_major_ver = 0; ///< Major OpenGL version.
|
|
static byte _gl_minor_ver = 0; ///< Minor OpenGL version.
|
|
|
|
/**
|
|
* Check if the current OpenGL version is equal or higher than a given one.
|
|
* @param major Minimal major version.
|
|
* @param minor Minimal minor version.
|
|
* @pre OpenGL was initialized.
|
|
* @return True if the OpenGL version is equal or higher than the requested one.
|
|
*/
|
|
bool IsOpenGLVersionAtLeast(byte major, byte minor)
|
|
{
|
|
return (_gl_major_ver > major) || (_gl_major_ver == major && _gl_minor_ver >= minor);
|
|
}
|
|
|
|
/** Bind texture-related extension functions. */
|
|
static bool BindTextureExtensions()
|
|
{
|
|
if (IsOpenGLVersionAtLeast(1, 3)) {
|
|
_glActiveTexture = (PFNGLACTIVETEXTUREPROC)GetOGLProcAddress("glActiveTexture");
|
|
} else {
|
|
_glActiveTexture = (PFNGLACTIVETEXTUREPROC)GetOGLProcAddress("glActiveTextureARB");
|
|
}
|
|
|
|
return _glActiveTexture != nullptr;
|
|
}
|
|
|
|
/** Bind vertex buffer object extension functions. */
|
|
static bool BindVBOExtension()
|
|
{
|
|
if (IsOpenGLVersionAtLeast(1, 5)) {
|
|
_glGenBuffers = (PFNGLGENBUFFERSPROC)GetOGLProcAddress("glGenBuffers");
|
|
_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)GetOGLProcAddress("glDeleteBuffers");
|
|
_glBindBuffer = (PFNGLBINDBUFFERPROC)GetOGLProcAddress("glBindBuffer");
|
|
_glBufferData = (PFNGLBUFFERDATAPROC)GetOGLProcAddress("glBufferData");
|
|
_glMapBuffer = (PFNGLMAPBUFFERPROC)GetOGLProcAddress("glMapBuffer");
|
|
_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)GetOGLProcAddress("glUnmapBuffer");
|
|
} else {
|
|
_glGenBuffers = (PFNGLGENBUFFERSPROC)GetOGLProcAddress("glGenBuffersARB");
|
|
_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)GetOGLProcAddress("glDeleteBuffersARB");
|
|
_glBindBuffer = (PFNGLBINDBUFFERPROC)GetOGLProcAddress("glBindBufferARB");
|
|
_glBufferData = (PFNGLBUFFERDATAPROC)GetOGLProcAddress("glBufferDataARB");
|
|
_glMapBuffer = (PFNGLMAPBUFFERPROC)GetOGLProcAddress("glMapBufferARB");
|
|
_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)GetOGLProcAddress("glUnmapBufferARB");
|
|
}
|
|
|
|
return _glGenBuffers != nullptr && _glDeleteBuffers != nullptr && _glBindBuffer != nullptr && _glBufferData != nullptr && _glMapBuffer != nullptr && _glUnmapBuffer != nullptr;
|
|
}
|
|
|
|
/** Bind vertex array object extension functions. */
|
|
static bool BindVBAExtension()
|
|
{
|
|
/* The APPLE and ARB variants have different semantics (that don't matter for us).
|
|
* Successfully getting pointers to one variant doesn't mean it is supported for
|
|
* the current context. Always check the extension strings as well. */
|
|
if (IsOpenGLVersionAtLeast(3, 0) || IsOpenGLExtensionSupported("GL_ARB_vertex_array_object")) {
|
|
_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)GetOGLProcAddress("glGenVertexArrays");
|
|
_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)GetOGLProcAddress("glDeleteVertexArrays");
|
|
_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)GetOGLProcAddress("glBindVertexArray");
|
|
} else if (IsOpenGLExtensionSupported("GL_APPLE_vertex_array_object")) {
|
|
_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)GetOGLProcAddress("glGenVertexArraysAPPLE");
|
|
_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)GetOGLProcAddress("glDeleteVertexArraysAPPLE");
|
|
_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)GetOGLProcAddress("glBindVertexArrayAPPLE");
|
|
}
|
|
|
|
return _glGenVertexArrays != nullptr && _glDeleteVertexArrays != nullptr && _glBindVertexArray != nullptr;
|
|
}
|
|
|
|
/** Bind extension functions for shader support. */
|
|
static bool BindShaderExtensions()
|
|
{
|
|
if (IsOpenGLVersionAtLeast(2, 0)) {
|
|
_glCreateProgram = (PFNGLCREATEPROGRAMPROC)GetOGLProcAddress("glCreateProgram");
|
|
_glDeleteProgram = (PFNGLDELETEPROGRAMPROC)GetOGLProcAddress("glDeleteProgram");
|
|
_glLinkProgram = (PFNGLLINKPROGRAMPROC)GetOGLProcAddress("glLinkProgram");
|
|
_glUseProgram = (PFNGLUSEPROGRAMPROC)GetOGLProcAddress("glUseProgram");
|
|
_glGetProgramiv = (PFNGLGETPROGRAMIVPROC)GetOGLProcAddress("glGetProgramiv");
|
|
_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)GetOGLProcAddress("glGetProgramInfoLog");
|
|
_glCreateShader = (PFNGLCREATESHADERPROC)GetOGLProcAddress("glCreateShader");
|
|
_glDeleteShader = (PFNGLDELETESHADERPROC)GetOGLProcAddress("glDeleteShader");
|
|
_glShaderSource = (PFNGLSHADERSOURCEPROC)GetOGLProcAddress("glShaderSource");
|
|
_glCompileShader = (PFNGLCOMPILESHADERPROC)GetOGLProcAddress("glCompileShader");
|
|
_glAttachShader = (PFNGLATTACHSHADERPROC)GetOGLProcAddress("glAttachShader");
|
|
_glGetShaderiv = (PFNGLGETSHADERIVPROC)GetOGLProcAddress("glGetShaderiv");
|
|
_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");
|
|
_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)GetOGLProcAddress("glDisableVertexAttribArray");
|
|
_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERARBPROC)GetOGLProcAddress("glVertexAttribPointer");
|
|
} else {
|
|
/* In the ARB extension programs and shaders are in the same object space. */
|
|
_glCreateProgram = (PFNGLCREATEPROGRAMPROC)GetOGLProcAddress("glCreateProgramObjectARB");
|
|
_glDeleteProgram = (PFNGLDELETEPROGRAMPROC)GetOGLProcAddress("glDeleteObjectARB");
|
|
_glLinkProgram = (PFNGLLINKPROGRAMPROC)GetOGLProcAddress("glLinkProgramARB");
|
|
_glUseProgram = (PFNGLUSEPROGRAMPROC)GetOGLProcAddress("glUseProgramObjectARB");
|
|
_glGetProgramiv = (PFNGLGETPROGRAMIVPROC)GetOGLProcAddress("glGetObjectParameterivARB");
|
|
_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)GetOGLProcAddress("glGetInfoLogARB");
|
|
_glCreateShader = (PFNGLCREATESHADERPROC)GetOGLProcAddress("glCreateShaderObjectARB");
|
|
_glDeleteShader = (PFNGLDELETESHADERPROC)GetOGLProcAddress("glDeleteObjectARB");
|
|
_glShaderSource = (PFNGLSHADERSOURCEPROC)GetOGLProcAddress("glShaderSourceARB");
|
|
_glCompileShader = (PFNGLCOMPILESHADERPROC)GetOGLProcAddress("glCompileShaderARB");
|
|
_glAttachShader = (PFNGLATTACHSHADERPROC)GetOGLProcAddress("glAttachObjectARB");
|
|
_glGetShaderiv = (PFNGLGETSHADERIVPROC)GetOGLProcAddress("glGetObjectParameterivARB");
|
|
_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");
|
|
_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)GetOGLProcAddress("glDisableVertexAttribArrayARB");
|
|
_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERARBPROC)GetOGLProcAddress("glVertexAttribPointerARB");
|
|
}
|
|
|
|
/* Bind functions only needed when using GLSL 1.50 shaders. */
|
|
if (IsOpenGLVersionAtLeast(3, 0)) {
|
|
_glBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC)GetOGLProcAddress("glBindFragDataLocation");
|
|
} else if (IsOpenGLExtensionSupported("GL_EXT_gpu_shader4")) {
|
|
_glBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC)GetOGLProcAddress("glBindFragDataLocationEXT");
|
|
} else {
|
|
_glBindFragDataLocation = nullptr;
|
|
}
|
|
|
|
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 && _glUniform1f != nullptr &&
|
|
_glUniform2f != nullptr && _glUniform4f != nullptr && _glGetAttribLocation != nullptr && _glEnableVertexAttribArray != nullptr && _glDisableVertexAttribArray != nullptr &&
|
|
_glVertexAttribPointer != nullptr;
|
|
}
|
|
|
|
/** Callback to receive OpenGL debug messages. */
|
|
void APIENTRY DebugOutputCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
|
|
{
|
|
/* Make severity human readable. */
|
|
const char *severity_str = "";
|
|
switch (severity) {
|
|
case GL_DEBUG_SEVERITY_HIGH: severity_str = "high"; break;
|
|
case GL_DEBUG_SEVERITY_MEDIUM: severity_str = "medium"; break;
|
|
case GL_DEBUG_SEVERITY_LOW: severity_str = "low"; break;
|
|
}
|
|
|
|
/* Make type human readable.*/
|
|
const char *type_str = "Other";
|
|
switch (type) {
|
|
case GL_DEBUG_TYPE_ERROR: type_str = "Error"; break;
|
|
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: type_str = "Deprecated"; break;
|
|
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: type_str = "Undefined behaviour"; break;
|
|
case GL_DEBUG_TYPE_PERFORMANCE: type_str = "Performance"; break;
|
|
case GL_DEBUG_TYPE_PORTABILITY: type_str = "Portability"; break;
|
|
}
|
|
|
|
DEBUG(driver, 6, "OpenGL: %s (%s) - %s", type_str, severity_str, message);
|
|
}
|
|
|
|
/** Enable OpenGL debug messages if supported. */
|
|
void SetupDebugOutput()
|
|
{
|
|
#ifndef NO_DEBUG_MESSAGES
|
|
if (_debug_driver_level < 6) return;
|
|
|
|
if (IsOpenGLVersionAtLeast(4, 3)) {
|
|
_glDebugMessageControl = (PFNGLDEBUGMESSAGECONTROLPROC)GetOGLProcAddress("glDebugMessageControl");
|
|
_glDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC)GetOGLProcAddress("glDebugMessageCallback");
|
|
} else if (IsOpenGLExtensionSupported("GL_ARB_debug_output")) {
|
|
_glDebugMessageControl = (PFNGLDEBUGMESSAGECONTROLPROC)GetOGLProcAddress("glDebugMessageControlARB");
|
|
_glDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC)GetOGLProcAddress("glDebugMessageCallbackARB");
|
|
}
|
|
|
|
if (_glDebugMessageControl != nullptr && _glDebugMessageCallback != nullptr) {
|
|
/* Enable debug output. As synchronous debug output costs performance, we only enable it with a high debug level. */
|
|
glEnable(GL_DEBUG_OUTPUT);
|
|
if (_debug_driver_level >= 8) glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
|
|
|
|
_glDebugMessageCallback(&DebugOutputCallback, nullptr);
|
|
/* Enable all messages on highest debug level.*/
|
|
_glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, _debug_driver_level >= 9 ? GL_TRUE : GL_FALSE);
|
|
/* Get debug messages for errors and undefined/deprecated behaviour. */
|
|
_glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
|
|
_glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
|
|
_glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/**
|
|
* Create and initialize the singleton back-end class.
|
|
* @param get_proc Callback to get an OpenGL function from the OS driver.
|
|
* @return nullptr on success, error message otherwise.
|
|
*/
|
|
/* static */ const char *OpenGLBackend::Create(GetOGLProcAddressProc get_proc)
|
|
{
|
|
if (OpenGLBackend::instance != nullptr) OpenGLBackend::Destroy();
|
|
|
|
GetOGLProcAddress = get_proc;
|
|
|
|
OpenGLBackend::instance = new OpenGLBackend();
|
|
return OpenGLBackend::instance->Init();
|
|
}
|
|
|
|
/**
|
|
* Free resources and destroy singleton back-end class.
|
|
*/
|
|
/* static */ void OpenGLBackend::Destroy()
|
|
{
|
|
delete OpenGLBackend::instance;
|
|
OpenGLBackend::instance = nullptr;
|
|
}
|
|
|
|
/**
|
|
* Construct OpenGL back-end class.
|
|
*/
|
|
OpenGLBackend::OpenGLBackend() : cursor_cache(MAX_CACHED_CURSORS)
|
|
{
|
|
}
|
|
|
|
/**
|
|
* Free allocated resources.
|
|
*/
|
|
OpenGLBackend::~OpenGLBackend()
|
|
{
|
|
ClearCursorCache();
|
|
OpenGLSprite::Destroy();
|
|
|
|
if (_glDeleteProgram != nullptr) {
|
|
_glDeleteProgram(this->remap_program);
|
|
_glDeleteProgram(this->vid_program);
|
|
_glDeleteProgram(this->pal_program);
|
|
}
|
|
if (_glDeleteVertexArrays != nullptr) _glDeleteVertexArrays(1, &this->vao_quad);
|
|
if (_glDeleteBuffers != nullptr) {
|
|
_glDeleteBuffers(1, &this->vbo_quad);
|
|
_glDeleteBuffers(1, &this->vid_pbo);
|
|
}
|
|
glDeleteTextures(1, &this->vid_texture);
|
|
glDeleteTextures(1, &this->pal_texture);
|
|
}
|
|
|
|
/**
|
|
* Check for the needed OpenGL functionality and allocate all resources.
|
|
* @return Error string or nullptr if successful.
|
|
*/
|
|
const char *OpenGLBackend::Init()
|
|
{
|
|
/* Always query the supported OpenGL version as the current context might have changed. */
|
|
const char *ver = (const char *)glGetString(GL_VERSION);
|
|
const char *vend = (const char *)glGetString(GL_VENDOR);
|
|
const char *renderer = (const char *)glGetString(GL_RENDERER);
|
|
|
|
if (ver == nullptr || vend == nullptr || renderer == nullptr) return "OpenGL not supported";
|
|
|
|
DEBUG(driver, 1, "OpenGL driver: %s - %s (%s)", vend, renderer, ver);
|
|
|
|
const char *minor = strchr(ver, '.');
|
|
_gl_major_ver = atoi(ver);
|
|
_gl_minor_ver = minor != nullptr ? atoi(minor + 1) : 0;
|
|
|
|
SetupDebugOutput();
|
|
|
|
/* OpenGL 1.3 is the absolute minimum. */
|
|
if (!IsOpenGLVersionAtLeast(1, 3)) return "OpenGL version >= 1.3 required";
|
|
/* Check for non-power-of-two texture support. */
|
|
if (!IsOpenGLVersionAtLeast(2, 0) && !IsOpenGLExtensionSupported("GL_ARB_texture_non_power_of_two")) return "Non-power-of-two textures not supported";
|
|
/* Check for single element texture formats. */
|
|
if (!IsOpenGLVersionAtLeast(3, 0) && !IsOpenGLExtensionSupported("GL_ARB_texture_rg")) return "Single element texture formats not supported";
|
|
if (!BindTextureExtensions()) return "Failed to bind texture extension functions";
|
|
/* Check for vertex buffer objects. */
|
|
if (!IsOpenGLVersionAtLeast(1, 5) && !IsOpenGLExtensionSupported("ARB_vertex_buffer_object")) return "Vertex buffer objects not supported";
|
|
if (!BindVBOExtension()) return "Failed to bind VBO extension functions";
|
|
/* Check for pixel buffer objects. */
|
|
if (!IsOpenGLVersionAtLeast(2, 1) && !IsOpenGLExtensionSupported("GL_ARB_pixel_buffer_object")) return "Pixel buffer objects not supported";
|
|
/* Check for vertex array objects. */
|
|
if (!IsOpenGLVersionAtLeast(3, 0) && (!IsOpenGLExtensionSupported("GL_ARB_vertex_array_object") || !IsOpenGLExtensionSupported("GL_APPLE_vertex_array_object"))) return "Vertex array objects not supported";
|
|
if (!BindVBAExtension()) return "Failed to bind VBA extension functions";
|
|
/* Check for shader objects. */
|
|
if (!IsOpenGLVersionAtLeast(2, 0) && (!IsOpenGLExtensionSupported("GL_ARB_shader_objects") || !IsOpenGLExtensionSupported("GL_ARB_fragment_shader") || !IsOpenGLExtensionSupported("GL_ARB_vertex_shader"))) return "No shader support";
|
|
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";
|
|
|
|
/* 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";
|
|
|
|
/* Setup video buffer texture. */
|
|
glGenTextures(1, &this->vid_texture);
|
|
glBindTexture(GL_TEXTURE_2D, this->vid_texture);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_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);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
if (glGetError() != GL_NO_ERROR) return "Can't generate video buffer texture";
|
|
|
|
/* Setup palette texture. */
|
|
glGenTextures(1, &this->pal_texture);
|
|
glBindTexture(GL_TEXTURE_1D, this->pal_texture);
|
|
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0);
|
|
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, 256, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
|
|
glBindTexture(GL_TEXTURE_1D, 0);
|
|
if (glGetError() != GL_NO_ERROR) return "Can't generate palette lookup texture";
|
|
|
|
/* 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);
|
|
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
|
|
if (glGetError() != GL_NO_ERROR) return "Can't allocate pixel buffer for video buffer";
|
|
|
|
/* Prime vertex buffer with a full-screen quad and store
|
|
* the corresponding state in a vertex array object. */
|
|
static const Simple2DVertex vert_array[] = {
|
|
// x y u v
|
|
{ 1.f, -1.f, 1.f, 1.f },
|
|
{ 1.f, 1.f, 1.f, 0.f },
|
|
{ -1.f, -1.f, 0.f, 1.f },
|
|
{ -1.f, 1.f, 0.f, 0.f },
|
|
};
|
|
|
|
/* Create VAO. */
|
|
_glGenVertexArrays(1, &this->vao_quad);
|
|
_glBindVertexArray(this->vao_quad);
|
|
|
|
/* Create and fill VBO. */
|
|
_glGenBuffers(1, &this->vbo_quad);
|
|
_glBindBuffer(GL_ARRAY_BUFFER, this->vbo_quad);
|
|
_glBufferData(GL_ARRAY_BUFFER, sizeof(vert_array), vert_array, GL_STATIC_DRAW);
|
|
if (glGetError() != GL_NO_ERROR) return "Can't generate VBO for fullscreen quad";
|
|
|
|
/* Set vertex state. */
|
|
GLint loc_position = _glGetAttribLocation(this->vid_program, "position");
|
|
GLint colour_position = _glGetAttribLocation(this->vid_program, "colour_uv");
|
|
_glEnableVertexAttribArray(loc_position);
|
|
_glEnableVertexAttribArray(colour_position);
|
|
_glVertexAttribPointer(loc_position, 2, GL_FLOAT, GL_FALSE, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, x));
|
|
_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;
|
|
}
|
|
|
|
/**
|
|
* Check a shader for compilation errors and log them if necessary.
|
|
* @param shader Shader to check.
|
|
* @return True if the shader is valid.
|
|
*/
|
|
static bool VerifyShader(GLuint shader)
|
|
{
|
|
static ReusableBuffer<char> log_buf;
|
|
|
|
GLint result = GL_FALSE;
|
|
_glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
|
|
|
|
/* Output log if there is one. */
|
|
GLint log_len = 0;
|
|
_glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len);
|
|
if (log_len > 0) {
|
|
_glGetShaderInfoLog(shader, log_len, nullptr, log_buf.Allocate(log_len));
|
|
DEBUG(driver, result != GL_TRUE ? 0 : 2, "%s", log_buf.GetBuffer()); // Always print on failure.
|
|
}
|
|
|
|
return result == GL_TRUE;
|
|
}
|
|
|
|
/**
|
|
* Check a program for link errors and log them if necessary.
|
|
* @param program Program to check.
|
|
* @return True if the program is valid.
|
|
*/
|
|
static bool VerifyProgram(GLuint program)
|
|
{
|
|
static ReusableBuffer<char> log_buf;
|
|
|
|
GLint result = GL_FALSE;
|
|
_glGetProgramiv(program, GL_LINK_STATUS, &result);
|
|
|
|
/* Output log if there is one. */
|
|
GLint log_len = 0;
|
|
_glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len);
|
|
if (log_len > 0) {
|
|
_glGetProgramInfoLog(program, log_len, nullptr, log_buf.Allocate(log_len));
|
|
DEBUG(driver, result != GL_TRUE ? 0 : 2, "%s", log_buf.GetBuffer()); // Always print on failure.
|
|
}
|
|
|
|
return result == GL_TRUE;
|
|
}
|
|
|
|
/**
|
|
* Create all needed shader programs.
|
|
* @return True if successful, false otherwise.
|
|
*/
|
|
bool OpenGLBackend::InitShaders()
|
|
{
|
|
const char *ver = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
|
|
if (ver == nullptr) return false;
|
|
|
|
int glsl_major = ver[0] - '0';
|
|
int glsl_minor = ver[2] - '0';
|
|
|
|
bool glsl_150 = (IsOpenGLVersionAtLeast(3, 2) || glsl_major > 1 || (glsl_major == 1 && glsl_minor >= 5)) && _glBindFragDataLocation != nullptr;
|
|
|
|
/* Create vertex shader. */
|
|
GLuint vert_shader = _glCreateShader(GL_VERTEX_SHADER);
|
|
_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;
|
|
|
|
/* Create fragment shader for plain RGBA. */
|
|
GLuint frag_shader_rgb = _glCreateShader(GL_FRAGMENT_SHADER);
|
|
_glShaderSource(frag_shader_rgb, glsl_150 ? lengthof(_frag_shader_direct_150) : lengthof(_frag_shader_direct), glsl_150 ? _frag_shader_direct_150 : _frag_shader_direct, nullptr);
|
|
_glCompileShader(frag_shader_rgb);
|
|
if (!VerifyShader(frag_shader_rgb)) return false;
|
|
|
|
/* Create fragment shader for paletted only. */
|
|
GLuint frag_shader_pal = _glCreateShader(GL_FRAGMENT_SHADER);
|
|
_glShaderSource(frag_shader_pal, glsl_150 ? lengthof(_frag_shader_palette_150) : lengthof(_frag_shader_palette), glsl_150 ? _frag_shader_palette_150 : _frag_shader_palette, nullptr);
|
|
_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);
|
|
_glAttachShader(this->vid_program, frag_shader_rgb);
|
|
|
|
this->pal_program = _glCreateProgram();
|
|
_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);
|
|
if (!VerifyProgram(this->vid_program)) return false;
|
|
|
|
_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;
|
|
}
|
|
|
|
/**
|
|
* Change the size of the drawing window and allocate matching resources.
|
|
* @param w New width of the window.
|
|
* @param h New height of the window.
|
|
* @param force Recreate resources even if size didn't change.
|
|
* @param False if nothing had to be done, true otherwise.
|
|
*/
|
|
bool OpenGLBackend::Resize(int w, int h, bool force)
|
|
{
|
|
if (!force && _screen.width == w && _screen.height == h) return false;
|
|
|
|
int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
|
|
int pitch = bpp != 32 ? Align(w, 4) : w;
|
|
|
|
glViewport(0, 0, w, h);
|
|
|
|
/* Re-allocate video buffer texture and backing store. */
|
|
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
|
|
_glBufferData(GL_PIXEL_UNPACK_BUFFER, pitch * h * bpp / 8, nullptr, GL_DYNAMIC_READ); // Buffer content has to persist from frame to frame and is read back by the blitter, which means a READ usage hint.
|
|
if (bpp == 32) {
|
|
/* Initialize backing store alpha to opaque for 32bpp modes. */
|
|
Colour black(0, 0, 0);
|
|
uint32 *buf = (uint32 *)_glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
|
|
for (int i = 0; i < pitch * h; i++) {
|
|
*buf++ = black.data;
|
|
}
|
|
_glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
|
|
}
|
|
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
|
|
|
_glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, this->vid_texture);
|
|
switch (bpp) {
|
|
case 8:
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
|
|
break;
|
|
|
|
default:
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
|
|
break;
|
|
}
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
/* Set new viewport. */
|
|
_screen.height = h;
|
|
_screen.width = w;
|
|
_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;
|
|
}
|
|
|
|
/**
|
|
* Update the stored palette.
|
|
* @param pal Palette array with at least 256 elements.
|
|
* @param first First entry to update.
|
|
* @param length Number of entries to update.
|
|
*/
|
|
void OpenGLBackend::UpdatePalette(const Colour *pal, uint first, uint length)
|
|
{
|
|
assert(first + length <= 256);
|
|
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
|
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
|
_glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_1D, this->pal_texture);
|
|
glTexSubImage1D(GL_TEXTURE_1D, 0, first, length, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pal + first);
|
|
}
|
|
|
|
/**
|
|
* Render video buffer to the screen.
|
|
*/
|
|
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);
|
|
_glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_1D, this->pal_texture);
|
|
_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);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Get a pointer to the memory for the video driver to draw to.
|
|
* @return Pointer to draw on.
|
|
*/
|
|
void *OpenGLBackend::GetVideoBuffer()
|
|
{
|
|
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
|
|
return _glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
|
|
}
|
|
|
|
/**
|
|
* Update video buffer texture after the video buffer was filled.
|
|
* @param update_rect Rectangle encompassing the dirty region of the video buffer.
|
|
*/
|
|
void OpenGLBackend::ReleaseVideoBuffer(const Rect &update_rect)
|
|
{
|
|
assert(this->vid_pbo != 0);
|
|
|
|
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
|
|
_glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
|
|
|
|
/* Update changed rect of the video buffer texture. */
|
|
if (!IsEmptyRect(update_rect)) {
|
|
_glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, this->vid_texture);
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
|
|
switch (BlitterFactory::GetCurrentBlitter()->GetScreenDepth()) {
|
|
case 8:
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_RED, GL_UNSIGNED_BYTE, (GLvoid *)(size_t)(update_rect.top * _screen.pitch + update_rect.left));
|
|
break;
|
|
|
|
default:
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, (GLvoid *)(size_t)(update_rect.top * _screen.pitch * 4 + update_rect.left * 4));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* 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;
|
|
}
|
|
|