Files
openttd-cmclient/src/video/opengl.cpp
Patric Stout e56d2c63c3 Add: [Video] move GameLoop into its own thread
This allows drawing to happen while the GameLoop is doing an
iteration too.

Sadly, not much drawing currently can be done while the GameLoop
is running, as for example PollEvent() or UpdateWindows() can
influence the game-state. As such, they first need to acquire a
lock on the game-state before they can be called.

Currently, the main advantage is the time spend in Paint(), which
for non-OpenGL drivers can be a few milliseconds. For OpenGL this
is more like 0.05 milliseconds; in these instances this change
doesn't add any benefits for now.

This is an alternative to the former "draw-thread", which moved
the drawing in a thread for some OSes. It has similar performance
gain as this does, although this implementation allows for more
finer control over what suffers when the GameLoop takes too
long: drawing or the next GameLoop. For now they both suffer
equally.
2021-03-08 19:18:55 +01:00

1476 lines
56 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"
/* Define to disable buffer syncing. Will increase max fast forward FPS but produces artifacts. Mainly useful for performance testing. */
// #define NO_GL_BUFFER_SYNC
/* Define to enable persistent buffer mapping on AMD GPUs. */
// #define GL_MAP_PERSISTENT_AMD
/* Define to allow software rendering backends. */
// #define GL_ALLOW_SOFTWARE_RENDERER
#if defined(_WIN32)
# include <windows.h>
#endif
#define GL_GLEXT_PROTOTYPES
#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 <array>
#include <numeric>
#include "../table/opengl_shader.h"
#include "../table/sprites.h"
#include "../safeguards.h"
/* Define function pointers of all OpenGL functions that we load dynamically. */
#define GL(function) static decltype(&function) _ ## function
GL(glGetString);
GL(glGetIntegerv);
GL(glGetError);
GL(glDebugMessageControl);
GL(glDebugMessageCallback);
GL(glDisable);
GL(glEnable);
GL(glViewport);
GL(glClear);
GL(glClearColor);
GL(glBlendFunc);
GL(glDrawArrays);
GL(glTexImage1D);
GL(glTexImage2D);
GL(glTexParameteri);
GL(glTexSubImage1D);
GL(glTexSubImage2D);
GL(glBindTexture);
GL(glDeleteTextures);
GL(glGenTextures);
GL(glPixelStorei);
GL(glActiveTexture);
GL(glGenBuffers);
GL(glDeleteBuffers);
GL(glBindBuffer);
GL(glBufferData);
GL(glBufferSubData);
GL(glMapBuffer);
GL(glUnmapBuffer);
GL(glClearBufferSubData);
GL(glBufferStorage);
GL(glMapBufferRange);
GL(glClientWaitSync);
GL(glFenceSync);
GL(glDeleteSync);
GL(glGenVertexArrays);
GL(glDeleteVertexArrays);
GL(glBindVertexArray);
GL(glCreateProgram);
GL(glDeleteProgram);
GL(glLinkProgram);
GL(glUseProgram);
GL(glGetProgramiv);
GL(glGetProgramInfoLog);
GL(glCreateShader);
GL(glDeleteShader);
GL(glShaderSource);
GL(glCompileShader);
GL(glAttachShader);
GL(glGetShaderiv);
GL(glGetShaderInfoLog);
GL(glGetUniformLocation);
GL(glUniform1i);
GL(glUniform1f);
GL(glUniform2f);
GL(glUniform4f);
GL(glGetAttribLocation);
GL(glEnableVertexAttribArray);
GL(glDisableVertexAttribArray);
GL(glVertexAttribPointer);
GL(glBindFragDataLocation);
#undef GL
/** 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);
}
/**
* Try loading an OpenGL function.
* @tparam F Type of the function pointer.
* @param f Reference where to store the function pointer in.
* @param name Name of the function.
* @return True if the function could be bound.
*/
template <typename F>
static bool BindGLProc(F &f, const char *name)
{
f = reinterpret_cast<F>(GetOGLProcAddress(name));
return f != nullptr;
}
/** Bind basic information functions. */
static bool BindBasicInfoProcs()
{
if (!BindGLProc(_glGetString, "glGetString")) return false;
if (!BindGLProc(_glGetIntegerv, "glGetIntegerv")) return false;
if (!BindGLProc(_glGetError, "glGetError")) return false;
return true;
}
/** Bind OpenGL 1.0 and 1.1 functions. */
static bool BindBasicOpenGLProcs()
{
if (!BindGLProc(_glDisable, "glDisable")) return false;
if (!BindGLProc(_glEnable, "glEnable")) return false;
if (!BindGLProc(_glViewport, "glViewport")) return false;
if (!BindGLProc(_glTexImage1D, "glTexImage1D")) return false;
if (!BindGLProc(_glTexImage2D, "glTexImage2D")) return false;
if (!BindGLProc(_glTexParameteri, "glTexParameteri")) return false;
if (!BindGLProc(_glTexSubImage1D, "glTexSubImage1D")) return false;
if (!BindGLProc(_glTexSubImage2D, "glTexSubImage2D")) return false;
if (!BindGLProc(_glBindTexture, "glBindTexture")) return false;
if (!BindGLProc(_glDeleteTextures, "glDeleteTextures")) return false;
if (!BindGLProc(_glGenTextures, "glGenTextures")) return false;
if (!BindGLProc(_glPixelStorei, "glPixelStorei")) return false;
if (!BindGLProc(_glClear, "glClear")) return false;
if (!BindGLProc(_glClearColor, "glClearColor")) return false;
if (!BindGLProc(_glBlendFunc, "glBlendFunc")) return false;
if (!BindGLProc(_glDrawArrays, "glDrawArrays")) return false;
return true;
}
/** Bind texture-related extension functions. */
static bool BindTextureExtensions()
{
if (IsOpenGLVersionAtLeast(1, 3)) {
if (!BindGLProc(_glActiveTexture, "glActiveTexture")) return false;
} else {
if (!BindGLProc(_glActiveTexture, "glActiveTextureARB")) return false;
}
return true;
}
/** Bind vertex buffer object extension functions. */
static bool BindVBOExtension()
{
if (IsOpenGLVersionAtLeast(1, 5)) {
if (!BindGLProc(_glGenBuffers, "glGenBuffers")) return false;
if (!BindGLProc(_glDeleteBuffers, "glDeleteBuffers")) return false;
if (!BindGLProc(_glBindBuffer, "glBindBuffer")) return false;
if (!BindGLProc(_glBufferData, "glBufferData")) return false;
if (!BindGLProc(_glBufferSubData, "glBufferSubData")) return false;
if (!BindGLProc(_glMapBuffer, "glMapBuffer")) return false;
if (!BindGLProc(_glUnmapBuffer, "glUnmapBuffer")) return false;
} else {
if (!BindGLProc(_glGenBuffers, "glGenBuffersARB")) return false;
if (!BindGLProc(_glDeleteBuffers, "glDeleteBuffersARB")) return false;
if (!BindGLProc(_glBindBuffer, "glBindBufferARB")) return false;
if (!BindGLProc(_glBufferData, "glBufferDataARB")) return false;
if (!BindGLProc(_glBufferSubData, "glBufferSubDataARB")) return false;
if (!BindGLProc(_glMapBuffer, "glMapBufferARB")) return false;
if (!BindGLProc(_glUnmapBuffer, "glUnmapBufferARB")) return false;
}
if (IsOpenGLVersionAtLeast(4, 3) || IsOpenGLExtensionSupported("GL_ARB_clear_buffer_object")) {
BindGLProc(_glClearBufferSubData, "glClearBufferSubData");
} else {
_glClearBufferSubData = nullptr;
}
return true;
}
/** 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")) {
if (!BindGLProc(_glGenVertexArrays, "glGenVertexArrays")) return false;
if (!BindGLProc(_glDeleteVertexArrays, "glDeleteVertexArrays")) return false;
if (!BindGLProc(_glBindVertexArray, "glBindVertexArray")) return false;
} else if (IsOpenGLExtensionSupported("GL_APPLE_vertex_array_object")) {
if (!BindGLProc(_glGenVertexArrays, "glGenVertexArraysAPPLE")) return false;
if (!BindGLProc(_glDeleteVertexArrays, "glDeleteVertexArraysAPPLE")) return false;
if (!BindGLProc(_glBindVertexArray, "glBindVertexArrayAPPLE")) return false;
}
return true;
}
/** Bind extension functions for shader support. */
static bool BindShaderExtensions()
{
if (IsOpenGLVersionAtLeast(2, 0)) {
if (!BindGLProc(_glCreateProgram, "glCreateProgram")) return false;
if (!BindGLProc(_glDeleteProgram, "glDeleteProgram")) return false;
if (!BindGLProc(_glLinkProgram, "glLinkProgram")) return false;
if (!BindGLProc(_glUseProgram, "glUseProgram")) return false;
if (!BindGLProc(_glGetProgramiv, "glGetProgramiv")) return false;
if (!BindGLProc(_glGetProgramInfoLog, "glGetProgramInfoLog")) return false;
if (!BindGLProc(_glCreateShader, "glCreateShader")) return false;
if (!BindGLProc(_glDeleteShader, "glDeleteShader")) return false;
if (!BindGLProc(_glShaderSource, "glShaderSource")) return false;
if (!BindGLProc(_glCompileShader, "glCompileShader")) return false;
if (!BindGLProc(_glAttachShader, "glAttachShader")) return false;
if (!BindGLProc(_glGetShaderiv, "glGetShaderiv")) return false;
if (!BindGLProc(_glGetShaderInfoLog, "glGetShaderInfoLog")) return false;
if (!BindGLProc(_glGetUniformLocation, "glGetUniformLocation")) return false;
if (!BindGLProc(_glUniform1i, "glUniform1i")) return false;
if (!BindGLProc(_glUniform1f, "glUniform1f")) return false;
if (!BindGLProc(_glUniform2f, "glUniform2f")) return false;
if (!BindGLProc(_glUniform4f, "glUniform4f")) return false;
if (!BindGLProc(_glGetAttribLocation, "glGetAttribLocation")) return false;
if (!BindGLProc(_glEnableVertexAttribArray, "glEnableVertexAttribArray")) return false;
if (!BindGLProc(_glDisableVertexAttribArray, "glDisableVertexAttribArray")) return false;
if (!BindGLProc(_glVertexAttribPointer, "glVertexAttribPointer")) return false;
} else {
/* In the ARB extension programs and shaders are in the same object space. */
if (!BindGLProc(_glCreateProgram, "glCreateProgramObjectARB")) return false;
if (!BindGLProc(_glDeleteProgram, "glDeleteObjectARB")) return false;
if (!BindGLProc(_glLinkProgram, "glLinkProgramARB")) return false;
if (!BindGLProc(_glUseProgram, "glUseProgramObjectARB")) return false;
if (!BindGLProc(_glGetProgramiv, "glGetObjectParameterivARB")) return false;
if (!BindGLProc(_glGetProgramInfoLog, "glGetInfoLogARB")) return false;
if (!BindGLProc(_glCreateShader, "glCreateShaderObjectARB")) return false;
if (!BindGLProc(_glDeleteShader, "glDeleteObjectARB")) return false;
if (!BindGLProc(_glShaderSource, "glShaderSourceARB")) return false;
if (!BindGLProc(_glCompileShader, "glCompileShaderARB")) return false;
if (!BindGLProc(_glAttachShader, "glAttachObjectARB")) return false;
if (!BindGLProc(_glGetShaderiv, "glGetObjectParameterivARB")) return false;
if (!BindGLProc(_glGetShaderInfoLog, "glGetInfoLogARB")) return false;
if (!BindGLProc(_glGetUniformLocation, "glGetUniformLocationARB")) return false;
if (!BindGLProc(_glUniform1i, "glUniform1iARB")) return false;
if (!BindGLProc(_glUniform1f, "glUniform1fARB")) return false;
if (!BindGLProc(_glUniform2f, "glUniform2fARB")) return false;
if (!BindGLProc(_glUniform4f, "glUniform4fARB")) return false;
if (!BindGLProc(_glGetAttribLocation, "glGetAttribLocationARB")) return false;
if (!BindGLProc(_glEnableVertexAttribArray, "glEnableVertexAttribArrayARB")) return false;
if (!BindGLProc(_glDisableVertexAttribArray, "glDisableVertexAttribArrayARB")) return false;
if (!BindGLProc(_glVertexAttribPointer, "glVertexAttribPointerARB")) return false;
}
/* Bind functions only needed when using GLSL 1.50 shaders. */
if (IsOpenGLVersionAtLeast(3, 0)) {
BindGLProc(_glBindFragDataLocation, "glBindFragDataLocation");
} else if (IsOpenGLExtensionSupported("GL_EXT_gpu_shader4")) {
BindGLProc(_glBindFragDataLocation, "glBindFragDataLocationEXT");
} else {
_glBindFragDataLocation = nullptr;
}
return true;
}
/** Bind extension functions for persistent buffer mapping. */
static bool BindPersistentBufferExtensions()
{
/* Optional functions for persistent buffer mapping. */
if (IsOpenGLVersionAtLeast(3, 0)) {
if (!BindGLProc(_glMapBufferRange, "glMapBufferRange")) return false;
}
if (IsOpenGLVersionAtLeast(4, 4) || IsOpenGLExtensionSupported("GL_ARB_buffer_storage")) {
if (!BindGLProc(_glBufferStorage, "glBufferStorage")) return false;
}
#ifndef NO_GL_BUFFER_SYNC
if (IsOpenGLVersionAtLeast(3, 2) || IsOpenGLExtensionSupported("GL_ARB_sync")) {
if (!BindGLProc(_glClientWaitSync, "glClientWaitSync")) return false;
if (!BindGLProc(_glFenceSync, "glFenceSync")) return false;
if (!BindGLProc(_glDeleteSync, "glDeleteSync")) return false;
}
#endif
return true;
}
/** 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)) {
BindGLProc(_glDebugMessageControl, "glDebugMessageControl");
BindGLProc(_glDebugMessageCallback, "glDebugMessageCallback");
} else if (IsOpenGLExtensionSupported("GL_ARB_debug_output")) {
BindGLProc(_glDebugMessageControl, "glDebugMessageControlARB");
BindGLProc(_glDebugMessageCallback, "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()
{
if (_glDeleteProgram != nullptr) {
_glDeleteProgram(this->remap_program);
_glDeleteProgram(this->vid_program);
_glDeleteProgram(this->pal_program);
_glDeleteProgram(this->sprite_program);
}
if (_glDeleteVertexArrays != nullptr) _glDeleteVertexArrays(1, &this->vao_quad);
if (_glDeleteBuffers != nullptr) {
_glDeleteBuffers(1, &this->vbo_quad);
_glDeleteBuffers(1, &this->vid_pbo);
_glDeleteBuffers(1, &this->anim_pbo);
}
if (_glDeleteTextures != nullptr) {
ClearCursorCache();
OpenGLSprite::Destroy();
_glDeleteTextures(1, &this->vid_texture);
_glDeleteTextures(1, &this->anim_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()
{
if (!BindBasicInfoProcs()) return "OpenGL not supported";
/* 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);
#ifndef GL_ALLOW_SOFTWARE_RENDERER
/* Don't use MESA software rendering backends as they are slower than
* just using a non-OpenGL video driver. */
if (strncmp(renderer, "llvmpipe", 8) == 0 || strncmp(renderer, "softpipe", 8) == 0) return "Software renderer detected, not using OpenGL";
#endif
const char *minor = strchr(ver, '.');
_gl_major_ver = atoi(ver);
_gl_minor_ver = minor != nullptr ? atoi(minor + 1) : 0;
if (!BindBasicOpenGLProcs()) return "Failed to bind basic OpenGL functions.";
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";
this->persistent_mapping_supported = IsOpenGLVersionAtLeast(3, 0) && (IsOpenGLVersionAtLeast(4, 4) || IsOpenGLExtensionSupported("GL_ARB_buffer_storage"));
#ifndef NO_GL_BUFFER_SYNC
this->persistent_mapping_supported = this->persistent_mapping_supported && (IsOpenGLVersionAtLeast(3, 2) || IsOpenGLExtensionSupported("GL_ARB_sync"));
#endif
#ifndef GL_MAP_PERSISTENT_AMD
if (this->persistent_mapping_supported && (strstr(vend, "AMD") != nullptr || strstr(renderer, "Radeon") != nullptr)) {
/* AMD GPUs seem to perform badly with persistent buffer mapping, disable it for them. */
DEBUG(driver, 3, "OpenGL: Detected AMD GPU, not using persistent buffer mapping due to performance problems");
this->persistent_mapping_supported = false;
}
#endif
if (this->persistent_mapping_supported && !BindPersistentBufferExtensions()) {
DEBUG(driver, 1, "OpenGL claims to support persistent buffer mapping but doesn't export all functions, not using persistent mapping.");
this->persistent_mapping_supported = false;
}
if (this->persistent_mapping_supported) DEBUG(driver, 3, "OpenGL: Using persistent buffer mapping");
/* Check available texture units. */
GLint max_tex_units = 0;
_glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_tex_units);
if (max_tex_units < 4) 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 video buffer texture. */
_glGenTextures(1, &this->anim_texture);
_glBindTexture(GL_TEXTURE_2D, this->anim_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 animation 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.
/* Bind uniforms in sprite shader program. */
tex_location = _glGetUniformLocation(this->sprite_program, "colour_tex");
palette_location = _glGetUniformLocation(this->sprite_program, "palette");
remap_location = _glGetUniformLocation(this->sprite_program, "remap_tex");
GLint pal_location = _glGetUniformLocation(this->sprite_program, "pal");
this->sprite_sprite_loc = _glGetUniformLocation(this->sprite_program, "sprite");
this->sprite_screen_loc = _glGetUniformLocation(this->sprite_program, "screen");
this->sprite_zoom_loc = _glGetUniformLocation(this->sprite_program, "zoom");
this->sprite_rgb_loc = _glGetUniformLocation(this->sprite_program, "rgb");
this->sprite_crash_loc = _glGetUniformLocation(this->sprite_program, "crash");
_glUseProgram(this->sprite_program);
_glUniform1i(tex_location, 0); // Texture unit 0.
_glUniform1i(palette_location, 1); // Texture unit 1.
_glUniform1i(remap_location, 2); // Texture unit 2.
_glUniform1i(pal_location, 3); // Texture unit 3.
(void)_glGetError(); // Clear errors.
/* Create pixel buffer object as video buffer storage. */
_glGenBuffers(1, &this->vid_pbo);
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
_glGenBuffers(1, &this->anim_pbo);
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_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";
this->PrepareContext();
(void)_glGetError(); // Clear errors.
return nullptr;
}
void OpenGLBackend::PrepareContext()
{
_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);
}
/**
* 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;
/* Sprite fragment shader. */
GLuint sprite_shader = _glCreateShader(GL_FRAGMENT_SHADER);
_glShaderSource(sprite_shader, glsl_150 ? lengthof(_frag_shader_sprite_blend_150) : lengthof(_frag_shader_sprite_blend), glsl_150 ? _frag_shader_sprite_blend_150 : _frag_shader_sprite_blend, nullptr);
_glCompileShader(sprite_shader);
if (!VerifyShader(sprite_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);
this->sprite_program = _glCreateProgram();
_glAttachShader(this->sprite_program, vert_shader);
_glAttachShader(this->sprite_program, sprite_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");
_glBindFragDataLocation(this->sprite_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;
_glLinkProgram(this->sprite_program);
if (!VerifyProgram(this->sprite_program)) return false;
_glDeleteShader(vert_shader);
_glDeleteShader(frag_shader_rgb);
_glDeleteShader(frag_shader_pal);
_glDeleteShader(remap_shader);
_glDeleteShader(sprite_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 = Align(w, 4);
_glViewport(0, 0, w, h);
this->vid_buffer = nullptr;
if (this->persistent_mapping_supported) {
_glDeleteBuffers(1, &this->vid_pbo);
_glGenBuffers(1, &this->vid_pbo);
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
_glBufferStorage(GL_PIXEL_UNPACK_BUFFER, pitch * h * bpp / 8, nullptr, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_CLIENT_STORAGE_BIT);
} else {
/* 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_DRAW);
}
if (bpp == 32) {
/* Initialize backing store alpha to opaque for 32bpp modes. */
Colour black(0, 0, 0);
if (_glClearBufferSubData != nullptr) {
_glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_RGBA8, 0, pitch * h * bpp / 8, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &black.data);
} else {
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;
}
/* Does this blitter need a separate animation buffer? */
if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
this->anim_buffer = nullptr;
if (this->persistent_mapping_supported) {
_glDeleteBuffers(1, &this->anim_pbo);
_glGenBuffers(1, &this->anim_pbo);
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
_glBufferStorage(GL_PIXEL_UNPACK_BUFFER, pitch * h, nullptr, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_CLIENT_STORAGE_BIT);
} else {
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
_glBufferData(GL_PIXEL_UNPACK_BUFFER, pitch * h, nullptr, GL_DYNAMIC_DRAW);
}
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
_glBindTexture(GL_TEXTURE_2D, this->anim_texture);
_glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
} else {
if (this->anim_buffer != nullptr) {
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
_glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
this->anim_buffer = nullptr;
}
/* Allocate dummy texture that always reads as 0 == no remap. */
uint dummy = 0;
_glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
_glBindTexture(GL_TEXTURE_2D, this->anim_texture);
_glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &dummy);
}
_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);
/* Is the blitter relying on a separate animation buffer? */
if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
_glActiveTexture(GL_TEXTURE2);
_glBindTexture(GL_TEXTURE_2D, this->anim_texture);
_glUseProgram(this->remap_program);
_glUniform4f(this->remap_sprite_loc, 0.0f, 0.0f, 1.0f, 1.0f);
_glUniform2f(this->remap_screen_loc, 1.0f, 1.0f);
_glUniform1f(this->remap_zoom_loc, 0);
_glUniform1i(this->remap_rgb_loc, 1);
} else {
_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;
/* Sprites are cached by PopulateCursorCache(). */
if (this->cursor_cache.Contains(sprite)) {
const Sprite *spr = GetSprite(sprite, ST_NORMAL);
this->RenderOglSprite((OpenGLSprite *)this->cursor_cache.Get(sprite)->data, _cursor.sprite_seq[i].pal,
_cursor.pos.x + _cursor.sprite_pos[i].x + UnScaleByZoom(spr->x_offs, ZOOM_LVL_GUI),
_cursor.pos.y + _cursor.sprite_pos[i].y + UnScaleByZoom(spr->y_offs, ZOOM_LVL_GUI),
ZOOM_LVL_GUI);
}
}
}
void OpenGLBackend::PopulateCursorCache()
{
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);
}
}
}
}
/**
* Clear all cached cursor sprites.
*/
void OpenGLBackend::ClearCursorCache()
{
this->last_sprite_pal = (PaletteID)-1;
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()
{
#ifndef NO_GL_BUFFER_SYNC
if (this->sync_vid_mapping != nullptr) _glClientWaitSync(this->sync_vid_mapping, GL_SYNC_FLUSH_COMMANDS_BIT, 10000000);
#endif
if (!this->persistent_mapping_supported) {
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
this->vid_buffer = _glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
} else if (this->vid_buffer == nullptr) {
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
this->vid_buffer = _glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, _screen.pitch * _screen.height * BlitterFactory::GetCurrentBlitter()->GetScreenDepth() / 8, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
}
return this->vid_buffer;
}
/**
* Get a pointer to the memory for the separate animation buffer.
* @return Pointer to draw on.
*/
uint8 *OpenGLBackend::GetAnimBuffer()
{
if (this->anim_pbo == 0) return nullptr;
#ifndef NO_GL_BUFFER_SYNC
if (this->sync_anim_mapping != nullptr) _glClientWaitSync(this->sync_anim_mapping, GL_SYNC_FLUSH_COMMANDS_BIT, 10000000);
#endif
if (!this->persistent_mapping_supported) {
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
this->anim_buffer = _glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
} else if (this->anim_buffer == nullptr) {
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
this->anim_buffer = _glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, _screen.pitch * _screen.height, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
}
return (uint8 *)this->anim_buffer;
}
/**
* 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);
if (!this->persistent_mapping_supported) {
_glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
this->vid_buffer = nullptr;
}
#ifndef NO_GL_BUFFER_SYNC
if (this->persistent_mapping_supported) {
_glDeleteSync(this->sync_vid_mapping);
this->sync_vid_mapping = nullptr;
}
#endif
/* 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;
}
#ifndef NO_GL_BUFFER_SYNC
if (this->persistent_mapping_supported) this->sync_vid_mapping = _glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
#endif
}
}
/**
* Update animation buffer texture after the animation buffer was filled.
* @param update_rect Rectangle encompassing the dirty region of the animation buffer.
*/
void OpenGLBackend::ReleaseAnimBuffer(const Rect &update_rect)
{
if (this->anim_pbo == 0) return;
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
if (!this->persistent_mapping_supported) {
_glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
this->anim_buffer = nullptr;
}
#ifndef NO_GL_BUFFER_SYNC
if (this->persistent_mapping_supported) {
_glDeleteSync(this->sync_anim_mapping);
this->sync_anim_mapping = nullptr;
}
#endif
/* Update changed rect of the video buffer texture. */
if (update_rect.left != update_rect.right) {
_glActiveTexture(GL_TEXTURE0);
_glBindTexture(GL_TEXTURE_2D, this->anim_texture);
_glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
_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));
#ifndef NO_GL_BUFFER_SYNC
if (this->persistent_mapping_supported) this->sync_anim_mapping = _glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
#endif
}
}
/* 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, PaletteID pal, int x, int y, ZoomLevel zoom)
{
/* Set textures. */
bool rgb = gl_sprite->BindTextures();
_glActiveTexture(GL_TEXTURE0 + 1);
_glBindTexture(GL_TEXTURE_1D, this->pal_texture);
/* Set palette remap. */
_glActiveTexture(GL_TEXTURE0 + 3);
if (pal != PAL_NONE) {
_glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex);
if (pal != this->last_sprite_pal) {
/* Different remap palette in use, update texture. */
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, OpenGLSprite::pal_pbo);
_glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
_glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, 256, GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1);
_glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RED, GL_UNSIGNED_BYTE, 0);
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
this->last_sprite_pal = pal;
}
} else {
_glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity);
}
/* Set up shader program. */
Dimension dim = gl_sprite->GetSize(zoom);
_glUseProgram(this->sprite_program);
_glUniform4f(this->sprite_sprite_loc, (float)x, (float)y, (float)dim.width, (float)dim.height);
_glUniform1f(this->sprite_zoom_loc, (float)(zoom - ZOOM_LVL_BEGIN));
_glUniform2f(this->sprite_screen_loc, (float)_screen.width, (float)_screen.height);
_glUniform1i(this->sprite_rgb_loc, rgb ? 1 : 0);
_glUniform1i(this->sprite_crash_loc, pal == PALETTE_CRASH ? 1 : 0);
_glBindVertexArray(this->vao_quad);
_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
/* static */ GLuint OpenGLSprite::dummy_tex[] = { 0, 0 };
/* static */ GLuint OpenGLSprite::pal_identity = 0;
/* static */ GLuint OpenGLSprite::pal_tex = 0;
/* static */ GLuint OpenGLSprite::pal_pbo = 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);
/* Create palette remap textures. */
std::array<uint8, 256> identity_pal;
std::iota(std::begin(identity_pal), std::end(identity_pal), 0);
/* Permanent texture for identity remap. */
_glGenTextures(1, &OpenGLSprite::pal_identity);
_glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity);
_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_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data());
/* Dynamically updated texture for remaps. */
_glGenTextures(1, &OpenGLSprite::pal_tex);
_glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex);
_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_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data());
/* Pixel buffer for remap updates. */
_glGenBuffers(1, &OpenGLSprite::pal_pbo);
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, OpenGLSprite::pal_pbo);
_glBufferData(GL_PIXEL_UNPACK_BUFFER, 256, identity_pal.data(), GL_DYNAMIC_DRAW);
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
return _glGetError() == GL_NO_ERROR;
}
/** Free all common resources for sprite rendering. */
/* static */ void OpenGLSprite::Destroy()
{
_glDeleteTextures(NUM_TEX, OpenGLSprite::dummy_tex);
_glDeleteTextures(1, &OpenGLSprite::pal_identity);
_glDeleteTextures(1, &OpenGLSprite::pal_tex);
if (_glDeleteBuffers != nullptr) _glDeleteBuffers(1, &OpenGLSprite::pal_pbo);
}
/**
* 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;
}