Files @ r25011:61d28a13bb41
Branch filter:

Location: cpp/openttd-patchpack/source/src/video/sdl2_opengl_v.cpp

Patric Stout
Remove: [Video] no longer draw in a thread

Drawing in a thread is a bit odd, and often leads to surprising
issues. For example, OpenGL would only allow it if you move the
full context to the thread. Which is not always easily done on
all OSes.
In general, the advise is to handle system events and drawing
from the main thread, and do everything else in other threads.
So, let's be more like other games.

Additionally, putting the drawing routine in a thread was only
done for a few targets.

Upcoming commit will move the GameLoop in a thread, which will
work for all targets.
/*
 * 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 sdl2_opengl_v.cpp Implementation of the OpenGL backend for SDL2 video driver. */

/* XXX -- Temporary hack for Windows compile */
#define WINGDIAPI
#define APIENTRY

#include "../stdafx.h"
#include "../openttd.h"
#include "../gfx_func.h"
#include "../rev.h"
#include "../blitter/factory.hpp"
#include "../network/network.h"
#include "../thread.h"
#include "../progress.h"
#include "../core/random_func.hpp"
#include "../core/math_func.hpp"
#include "../core/mem_func.hpp"
#include "../core/geometry_func.hpp"
#include "../fileio_func.h"
#include "../framerate_type.h"
#include "../window_func.h"
#include "sdl2_opengl_v.h"
#include <SDL.h>
#include <mutex>
#include <condition_variable>
#include <GL/gl.h>
#include "../3rdparty/opengl/glext.h"
#include "opengl.h"
#ifdef __EMSCRIPTEN__
#	include <emscripten.h>
#	include <emscripten/html5.h>
#endif

#include "../safeguards.h"

static FVideoDriver_SDL_OpenGL iFVideoDriver_SDL_OpenGL;

/** Platform-specific callback to get an OpenGL funtion pointer. */
static OGLProc GetOGLProcAddressCallback(const char *proc)
{
	return reinterpret_cast<OGLProc>(SDL_GL_GetProcAddress(proc));
}

bool VideoDriver_SDL_OpenGL::CreateMainWindow(uint w, uint h, uint flags)
{
	return this->VideoDriver_SDL_Base::CreateMainWindow(w, h, SDL_WINDOW_OPENGL);
}

const char *VideoDriver_SDL_OpenGL::Start(const StringList &param)
{
	const char *error = VideoDriver_SDL_Base::Start(param);
	if (error != nullptr) return error;

	error = this->AllocateContext();
	if (error != nullptr) {
		this->Stop();
		return error;
	}

	/* Now we have a OpenGL context, force a client-size-changed event,
	 * so all buffers are allocated correctly. */
	int w, h;
	SDL_GetWindowSize(this->sdl_window, &w, &h);
	this->ClientSizeChanged(w, h, true);

	SDL_GL_SetSwapInterval(GetDriverParamBool(param, "vsync") ? 1 : 0);

	return nullptr;
}

void VideoDriver_SDL_OpenGL::Stop()
{
	this->DestroyContext();
	this->VideoDriver_SDL_Base::Stop();
}

void VideoDriver_SDL_OpenGL::DestroyContext()
{
	OpenGLBackend::Destroy();

	if (this->gl_context != nullptr) {
		SDL_GL_DeleteContext(this->gl_context);
		this->gl_context = nullptr;
	}
}

const char *VideoDriver_SDL_OpenGL::AllocateContext()
{
	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
	SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);

	if (_debug_driver_level >= 8) {
		SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
	}

	this->gl_context = SDL_GL_CreateContext(this->sdl_window);
	if (this->gl_context == nullptr) return "SDL2: Can't active GL context";

	return OpenGLBackend::Create(&GetOGLProcAddressCallback);
}

void VideoDriver_SDL_OpenGL::ClearSystemSprites()
{
	OpenGLBackend::Get()->ClearCursorCache();
}

bool VideoDriver_SDL_OpenGL::AllocateBackingStore(int w, int h, bool force)
{
	if (this->gl_context == nullptr) return false;

	if (_screen.dst_ptr != nullptr) this->ReleaseVideoPointer();

	w = std::max(w, 64);
	h = std::max(h, 64);
	MemSetT(&this->dirty_rect, 0);

	bool res = OpenGLBackend::Get()->Resize(w, h, force);
	_screen.dst_ptr = this->GetVideoPointer();

	_cur_palette.first_dirty = 0;
	_cur_palette.count_dirty = 256;
	this->local_palette = _cur_palette;

	return res;
}

void *VideoDriver_SDL_OpenGL::GetVideoPointer()
{
	if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
		this->anim_buffer = OpenGLBackend::Get()->GetAnimBuffer();
	}
	return OpenGLBackend::Get()->GetVideoBuffer();
}

void VideoDriver_SDL_OpenGL::ReleaseVideoPointer()
{
	if (this->anim_buffer != nullptr) OpenGLBackend::Get()->ReleaseAnimBuffer(this->dirty_rect);
	OpenGLBackend::Get()->ReleaseVideoBuffer(this->dirty_rect);
	MemSetT(&this->dirty_rect, 0);
	this->anim_buffer = nullptr;
}

void VideoDriver_SDL_OpenGL::Paint()
{
	PerformanceMeasurer framerate(PFE_VIDEO);

	if (_cur_palette.count_dirty != 0) {
		Blitter *blitter = BlitterFactory::GetCurrentBlitter();

		/* Always push a changed palette to OpenGL. */
		OpenGLBackend::Get()->UpdatePalette(this->local_palette.palette, this->local_palette.first_dirty, this->local_palette.count_dirty);
		if (blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_BLITTER) {
			blitter->PaletteAnimate(this->local_palette);
		}

		_cur_palette.count_dirty = 0;
	}

	OpenGLBackend::Get()->Paint();
	if (_cursor.in_window) OpenGLBackend::Get()->DrawMouseCursor();

	SDL_GL_SwapWindow(this->sdl_window);
}