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@@ -264,9 +264,9 @@ OpenGLBackend::~OpenGLBackend()
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if (_glDeleteVertexArrays != nullptr) _glDeleteVertexArrays(1, &this->vao_quad);
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if (_glDeleteBuffers != nullptr) {
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_glDeleteBuffers(1, &this->vbo_quad);
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_glDeleteBuffers(1, &this->vid_pbo);
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}
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glDeleteTextures(1, &this->vid_texture);
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free(this->vid_buffer);
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}
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/**
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@@ -297,6 +297,8 @@ const char *OpenGLBackend::Init()
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/* Check for vertex buffer objects. */
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if (!IsOpenGLVersionAtLeast(1, 5) && !IsOpenGLExtensionSupported("ARB_vertex_buffer_object")) return "Vertex buffer objects not supported";
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if (!BindVBOExtension()) return "Failed to bind VBO extension functions";
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/* Check for pixel buffer objects. */
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if (!IsOpenGLVersionAtLeast(2, 1) && !IsOpenGLExtensionSupported("GL_ARB_pixel_buffer_object")) return "Pixel buffer objects not supported";
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/* Check for vertex array objects. */
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if (!IsOpenGLVersionAtLeast(3, 0) && (!IsOpenGLExtensionSupported("GL_ARB_vertex_array_object") || !IsOpenGLExtensionSupported("GL_APPLE_vertex_array_object"))) return "Vertex array objects not supported";
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if (!BindVBAExtension()) return "Failed to bind VBA extension functions";
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@@ -312,6 +314,11 @@ const char *OpenGLBackend::Init()
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glBindTexture(GL_TEXTURE_2D, 0);
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if (glGetError() != GL_NO_ERROR) return "Can't generate video buffer texture";
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/* Create pixel buffer object as video buffer storage. */
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_glGenBuffers(1, &this->vid_pbo);
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_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
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if (glGetError() != GL_NO_ERROR) return "Can't allocate pixel buffer for video buffer";
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/* Prime vertex buffer with a full-screen quad and store
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* the corresponding state in a vertex array object. */
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static const Simple2DVertex vert_array[] = {
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@@ -355,13 +362,14 @@ const char *OpenGLBackend::Init()
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*/
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bool OpenGLBackend::Resize(int w, int h, bool force)
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{
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if (!force && _screen.width == w && _screen.height == h && this->vid_buffer != nullptr) return false;
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if (!force && _screen.width == w && _screen.height == h) return false;
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glViewport(0, 0, w, h);
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/* Re-allocate video buffer texture. */
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free(this->vid_buffer);
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this->vid_buffer = CallocT<uint32>(w * h); // 32bpp
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/* Re-allocate video buffer texture and backing store. */
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_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
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_glBufferData(GL_PIXEL_UNPACK_BUFFER, w * h * 4, 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.
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_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, this->vid_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
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@@ -371,30 +379,50 @@ bool OpenGLBackend::Resize(int w, int h,
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_screen.height = h;
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_screen.width = w;
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_screen.pitch = w;
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_screen.dst_ptr = this->GetVideoBuffer();
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_screen.dst_ptr = nullptr;
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return true;
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}
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/**
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* Render video buffer to the screen.
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* @param update_rect Rectangle encompassing the dirty region of the video buffer.
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*/
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void OpenGLBackend::Paint(Rect update_rect)
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void OpenGLBackend::Paint()
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{
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assert(this->vid_buffer != nullptr);
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glClear(GL_COLOR_BUFFER_BIT);
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/* Update changed rect of the video buffer texture. */
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/* Blit video buffer to screen. */
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glBindTexture(GL_TEXTURE_2D, this->vid_texture);
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if (!IsEmptyRect(update_rect)) {
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glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
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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, (uint32 *)this->vid_buffer + update_rect.top * _screen.pitch + update_rect.left);
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}
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/* Blit video buffer to screen. */
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_glBindVertexArray(this->vao_quad);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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/**
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* Get a pointer to the memory for the video driver to draw to.
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* @return Pointer to draw on.
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*/
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void *OpenGLBackend::GetVideoBuffer()
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{
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_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
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return _glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
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}
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/**
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* Update video buffer texture after the video buffer was filled.
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* @param update_rect Rectangle encompassing the dirty region of the video buffer.
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*/
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void OpenGLBackend::ReleaseVideoBuffer(const Rect &update_rect)
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{
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assert(this->vid_pbo != 0);
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_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
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_glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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/* Update changed rect of the video buffer texture. */
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if (!IsEmptyRect(update_rect)) {
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glBindTexture(GL_TEXTURE_2D, this->vid_texture);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
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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));
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}
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}
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