Files
@ r27282:08934aac09a5
Branch filter:
Location: cpp/openttd-patchpack/source/src/video/opengl.cpp
r27282:08934aac09a5
58.0 KiB
text/x-c
Change: disable precompiled headers on Linux (GCC - Dedicated) target to ensure those still build
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 | /*
* 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 allow software rendering backends. */
// #define GL_ALLOW_SOFTWARE_RENDERER
#if defined(_WIN32)
# include <windows.h>
#endif
#define GL_GLEXT_PROTOTYPES
#if defined(__APPLE__)
# define GL_SILENCE_DEPRECATION
# 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 (true) {
/* 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: {} ({}) - {}", 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.
* @param screen_res Current display resolution.
* @return nullptr on success, error message otherwise.
*/
/* static */ const char *OpenGLBackend::Create(GetOGLProcAddressProc get_proc, const Dimension &screen_res)
{
if (OpenGLBackend::instance != nullptr) OpenGLBackend::Destroy();
GetOGLProcAddress = get_proc;
OpenGLBackend::instance = new OpenGLBackend();
return OpenGLBackend::instance->Init(screen_res);
}
/**
* 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) {
this->InternalClearCursorCache();
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.
* @param screen_res Current display resolution.
* @return Error string or nullptr if successful.
*/
const char *OpenGLBackend::Init(const Dimension &screen_res)
{
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: {} - {} ({})", 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;
#ifdef _WIN32
/* Old drivers on Windows (especially if made by Intel) seem to be
* unstable, so cull the oldest stuff here. */
if (!IsOpenGLVersionAtLeast(3, 2)) return "Need at least OpenGL version 3.2 on Windows";
#endif
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
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 maximum texture size against screen resolution. */
GLint max_tex_size = 0;
_glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_tex_size);
if (std::max(screen_res.width, screen_res.height) > (uint)max_tex_size) return "Max supported texture size is too small";
/* 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: {}, texture units = {}", (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);
}
std::string OpenGLBackend::GetDriverName()
{
std::string res{};
/* Skipping GL_VENDOR as it tends to be "obvious" from the renderer and version data, and just makes the string pointlessly longer */
res += reinterpret_cast<const char *>(_glGetString(GL_RENDERER));
res += ", ";
res += reinterpret_cast<const char *>(_glGetString(GL_VERSION));
return res;
}
/**
* 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, "{}", 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, "{}", 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;
}
/**
* Clear the bound pixel buffer to a specific value.
* @param len Length of the buffer.
* @param data Value to set.
* @tparam T Pixel type.
*/
template <class T>
static void ClearPixelBuffer(size_t len, T data)
{
T *buf = reinterpret_cast<T *>(_glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE));
for (size_t i = 0; i < len; i++) {
*buf++ = data;
}
_glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
}
/**
* 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);
size_t line_pixel_count = static_cast<size_t>(pitch) * h;
_glViewport(0, 0, w, h);
_glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch);
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, line_pixel_count * 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, line_pixel_count * 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, line_pixel_count * bpp / 8, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &black.data);
} else {
ClearPixelBuffer<uint32>(line_pixel_count, black.data);
}
} else if (bpp == 8) {
if (_glClearBufferSubData != nullptr) {
byte b = 0;
_glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_R8, 0, line_pixel_count, GL_RED, GL_UNSIGNED_BYTE, &b);
} else {
ClearPixelBuffer<byte>(line_pixel_count, 0);
}
}
_glActiveTexture(GL_TEXTURE0);
_glBindTexture(GL_TEXTURE_2D, this->vid_texture);
if (bpp == 8) {
_glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
} else {
_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
}
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
/* 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, line_pixel_count, 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, line_pixel_count, nullptr, GL_DYNAMIC_DRAW);
}
/* Initialize buffer as 0 == no remap. */
if (_glClearBufferSubData != nullptr) {
byte b = 0;
_glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_R8, 0, line_pixel_count, GL_RED, GL_UNSIGNED_BYTE, &b);
} else {
ClearPixelBuffer<byte>(line_pixel_count, 0);
}
_glBindTexture(GL_TEXTURE_2D, this->anim_texture);
_glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
} 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);
_glClear(GL_COLOR_BUFFER_BIT);
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()
{
if (!this->cursor_in_window) return;
/* Draw cursor on screen */
_cur_dpi = &_screen;
for (uint i = 0; i < this->cursor_sprite_count; ++i) {
SpriteID sprite = this->cursor_sprite_seq[i].sprite;
/* Sprites are cached by PopulateCursorCache(). */
if (this->cursor_cache.Contains(sprite)) {
Sprite *spr = this->cursor_cache.Get(sprite);
this->RenderOglSprite((OpenGLSprite *)spr->data, this->cursor_sprite_seq[i].pal,
this->cursor_pos.x + this->cursor_sprite_pos[i].x + UnScaleByZoom(spr->x_offs, ZOOM_LVL_GUI),
this->cursor_pos.y + this->cursor_sprite_pos[i].y + UnScaleByZoom(spr->y_offs, ZOOM_LVL_GUI),
ZOOM_LVL_GUI);
}
}
}
void OpenGLBackend::PopulateCursorCache()
{
static_assert(lengthof(_cursor.sprite_seq) == lengthof(this->cursor_sprite_seq));
static_assert(lengthof(_cursor.sprite_pos) == lengthof(this->cursor_sprite_pos));
if (this->clear_cursor_cache) {
/* We have a pending cursor cache clear to do first. */
this->clear_cursor_cache = false;
this->last_sprite_pal = (PaletteID)-1;
this->InternalClearCursorCache();
}
this->cursor_pos = _cursor.pos;
this->cursor_sprite_count = _cursor.sprite_count;
this->cursor_in_window = _cursor.in_window;
for (uint i = 0; i < _cursor.sprite_count; ++i) {
this->cursor_sprite_seq[i] = _cursor.sprite_seq[i];
this->cursor_sprite_pos[i] = _cursor.sprite_pos[i];
SpriteID sprite = _cursor.sprite_seq[i].sprite;
if (!this->cursor_cache.Contains(sprite)) {
Sprite *old = this->cursor_cache.Insert(sprite, (Sprite *)GetRawSprite(sprite, SpriteType::Normal, &SimpleSpriteAlloc, this));
if (old != nullptr) {
OpenGLSprite *gl_sprite = (OpenGLSprite *)old->data;
gl_sprite->~OpenGLSprite();
free(old);
}
}
}
}
/**
* Clear all cached cursor sprites.
*/
void OpenGLBackend::InternalClearCursorCache()
{
Sprite *sp;
while ((sp = this->cursor_cache.Pop()) != nullptr) {
OpenGLSprite *sprite = (OpenGLSprite *)sp->data;
sprite->~OpenGLSprite();
free(sp);
}
}
/**
* Queue a request for cursor cache clear.
*/
void OpenGLBackend::ClearCursorCache()
{
/* If the game loop is threaded, this function might be called
* from the game thread. As we can call OpenGL functions only
* on the main thread, just set a flag that is handled the next
* time we prepare the cursor cache for drawing. */
this->clear_cursor_cache = true;
}
/**
* 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, 100000000); // 100ms timeout.
#endif
if (!this->persistent_mapping_supported) {
assert(this->vid_buffer == nullptr);
_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, 100000000); // 100ms timeout.
#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, static_cast<GLsizeiptr>(_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);
if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 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));
} else {
_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));
}
#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 == SpriteType::Font ? 1 : ZOOM_LVL_COUNT, sprite->colours);
/* Upload texture data. */
for (int i = 0; i < (sprite->type == SpriteType::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), SpriteType::Recolour) + 1);
_glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RED, GL_UNSIGNED_BYTE, nullptr);
_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 */
size_t size = static_cast<size_t>(width) * height;
Colour *rgba = buf_rgba.Allocate(size);
for (size_t i = 0; i < size; 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. */
size_t 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;
}
|