Changeset - r24887:e68d7e73076c
[Not reviewed]
master
0 2 0
Michael Lutz - 4 years ago 2021-01-16 15:43:14
michi@icosahedron.de
Codechange: [OpenGL] Use a vertex array object to store the vertex state for the video buffer.
2 files changed with 40 insertions and 5 deletions:
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src/video/opengl.cpp
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@@ -41,6 +41,10 @@ static PFNGLBUFFERDATAPROC _glBufferData
 
static PFNGLMAPBUFFERPROC _glMapBuffer;
 
static PFNGLUNMAPBUFFERPROC _glUnmapBuffer;
 

	
 
static PFNGLGENVERTEXARRAYSPROC _glGenVertexArrays;
 
static PFNGLDELETEVERTEXARRAYSPROC _glDeleteVertexArrays;
 
static PFNGLBINDVERTEXARRAYPROC _glBindVertexArray;
 

	
 
/** A simple 2D vertex with just position and texture. */
 
struct Simple2DVertex {
 
	float x, y;
 
@@ -148,6 +152,25 @@ static bool BindVBOExtension()
 
	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;
 
}
 

	
 
/** 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)
 
{
 
@@ -238,6 +261,7 @@ OpenGLBackend::OpenGLBackend()
 
 */
 
OpenGLBackend::~OpenGLBackend()
 
{
 
	if (_glDeleteVertexArrays != nullptr) _glDeleteVertexArrays(1, &this->vao_quad);
 
	if (_glDeleteBuffers != nullptr) {
 
		_glDeleteBuffers(1, &this->vbo_quad);
 
	}
 
@@ -273,6 +297,9 @@ const char *OpenGLBackend::Init()
 
	/* 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 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";
 

	
 
	/* Setup video buffer texture. */
 
	glGenTextures(1, &this->vid_texture);
 
@@ -285,7 +312,8 @@ const char *OpenGLBackend::Init()
 
	glBindTexture(GL_TEXTURE_2D, 0);
 
	if (glGetError() != GL_NO_ERROR) return "Can't generate video buffer texture";
 

	
 
	/* Prime vertex buffer with a full-screen quad. */
 
	/* 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 },
 
@@ -294,13 +322,21 @@ const char *OpenGLBackend::Init()
 
		{ -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. */
 
	glEnableClientState(GL_VERTEX_ARRAY);
 
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
 
	glVertexPointer(2, GL_FLOAT, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, x));
 
	glTexCoordPointer(2, GL_FLOAT, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, u));
 
	_glBindVertexArray(0);
 

	
 
	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
 
	glDisable(GL_DEPTH_TEST);
 
@@ -358,9 +394,7 @@ void OpenGLBackend::Paint(Rect update_re
 
	}
 

	
 
	/* Blit video buffer to screen. */
 
	_glBindBuffer(GL_ARRAY_BUFFER, this->vbo_quad);
 
	glVertexPointer(2, GL_FLOAT, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, x));
 
	glTexCoordPointer(2, GL_FLOAT, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, u));
 
	_glBindVertexArray(this->vao_quad);
 
	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 
}
 

	
src/video/opengl.h
Show inline comments
 
@@ -27,6 +27,7 @@ private:
 

	
 
	void *vid_buffer;   ///< Pointer to the memory used for the video driver to draw to.
 
	GLuint vid_texture; ///< Texture handle for the video buffer texture.
 
	GLuint vao_quad;    ///< Vertex array object storing the rendering state for the fullscreen quad.
 
	GLuint vbo_quad;    ///< Vertex buffer with a fullscreen quad.
 

	
 
	OpenGLBackend();
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