mirror of https://github.com/bsnes-emu/bsnes.git
387 lines
11 KiB
C++
387 lines
11 KiB
C++
//Xorg/GLX OpenGL 2.0 driver
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//note: this is a fallback driver for use when OpenGL 3.2 is not available.
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//see glx.cpp for comments on how this driver operates (they are very similar.)
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#if defined(DISPLAY_XORG)
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#include <GL/gl.h>
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#include <GL/glx.h>
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#ifndef glGetProcAddress
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#define glGetProcAddress(name) (*glXGetProcAddress)((const GLubyte*)(name))
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#endif
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#elif defined(DISPLAY_QUARTZ)
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#include <OpenGL/gl3.h>
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#elif defined(DISPLAY_WINDOWS)
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#include <GL/gl.h>
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#include <GL/glext.h>
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#ifndef glGetProcAddress
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#define glGetProcAddress(name) wglGetProcAddress(name)
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#endif
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#else
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#error "ruby::OpenGL2: unsupported platform"
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#endif
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struct VideoGLX2 : VideoDriver {
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VideoGLX2& self = *this;
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VideoGLX2(Video& super) : VideoDriver(super) { construct(); }
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~VideoGLX2() { destruct(); }
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auto create() -> bool {
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VideoDriver::exclusive = true;
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VideoDriver::format = "ARGB24";
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return initialize();
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}
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auto driver() -> string override { return "OpenGL 2.0"; }
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auto ready() -> bool override { return _ready; }
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auto hasFullScreen() -> bool override { return true; }
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auto hasMonitor() -> bool override { return true; }
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auto hasContext() -> bool override { return true; }
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auto hasBlocking() -> bool override { return true; }
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auto hasFlush() -> bool override { return true; }
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auto hasShader() -> bool override { return true; }
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auto hasFormats() -> vector<string> override {
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if(_depth == 30) return {"ARGB30", "ARGB24"};
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if(_depth == 24) return {"ARGB24"};
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return {"ARGB24"}; //fallback
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}
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auto setFullScreen(bool fullScreen) -> bool override {
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return initialize();
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}
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auto setMonitor(string monitor) -> bool override {
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return initialize();
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}
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auto setContext(uintptr context) -> bool override {
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return initialize();
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}
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auto setBlocking(bool blocking) -> bool override {
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if(glXSwapInterval) glXSwapInterval(blocking);
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return true;
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}
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auto setFormat(string format) -> bool override {
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if(format == "ARGB24") {
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_glFormat = GL_UNSIGNED_INT_8_8_8_8_REV;
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return initialize();
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}
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if(format == "ARGB30") {
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_glFormat = GL_UNSIGNED_INT_2_10_10_10_REV;
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return initialize();
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}
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return false;
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}
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auto setShader(string shader) -> bool override {
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return true;
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}
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auto focused() -> bool override {
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return true;
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}
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auto clear() -> void override {
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memory::fill<uint32_t>(_glBuffer, _glWidth * _glHeight);
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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glFlush();
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if(_isDoubleBuffered) glXSwapBuffers(_display, _glXWindow);
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}
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auto size(uint& width, uint& height) -> void override {
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if(self.fullScreen) {
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width = _monitorWidth;
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height = _monitorHeight;
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} else {
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XWindowAttributes parent;
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XGetWindowAttributes(_display, _parent, &parent);
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width = parent.width;
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height = parent.height;
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}
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}
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auto acquire(uint32_t*& data, uint& pitch, uint width, uint height) -> bool override {
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if(width != _width || height != _height) resize(width, height);
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pitch = _glWidth * sizeof(uint32_t);
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return data = _glBuffer;
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}
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auto release() -> void override {
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}
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auto output(uint width, uint height) -> void override {
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XWindowAttributes window;
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XGetWindowAttributes(_display, _window, &window);
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XWindowAttributes parent;
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XGetWindowAttributes(_display, _parent, &parent);
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if(window.width != parent.width || window.height != parent.height) {
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XResizeWindow(_display, _window, parent.width, parent.height);
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}
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uint viewportX = 0;
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uint viewportY = 0;
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uint viewportWidth = parent.width;
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uint viewportHeight = parent.height;
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if(self.fullScreen) {
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viewportX = _monitorX;
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viewportY = _monitorY;
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viewportWidth = _monitorWidth;
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viewportHeight = _monitorHeight;
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}
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if(!width) width = viewportWidth;
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if(!height) height = viewportHeight;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, self.shader == "Blur" ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, self.shader == "Blur" ? GL_LINEAR : GL_NEAREST);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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//vertex coordinates range from (0,0) to (1,1) for the entire desktop (all monitors)
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glOrtho(0, 1, 0, 1, -1.0, 1.0);
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//set the viewport to the entire desktop (all monitors)
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glViewport(0, 0, parent.width, parent.height);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glPixelStorei(GL_UNPACK_ROW_LENGTH, _glWidth);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _width, _height, GL_BGRA, _glFormat, _glBuffer);
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//normalize texture coordinates and adjust for NPOT textures
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double w = (double)_width / (double)_glWidth;
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double h = (double)_height / (double)_glHeight;
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//size of the active monitor
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double mw = (double)viewportWidth / (double)parent.width;
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double mh = (double)viewportHeight / (double)parent.height;
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//offset of the active monitor
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double mx = (double)viewportX / (double)parent.width;
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double my = (double)viewportY / (double)parent.height;
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//size of the render area
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double vw = (double)width / (double)parent.width;
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double vh = (double)height / (double)parent.height;
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//center the render area within the active monitor
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double vl = mx + (mw - vw) / 2;
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double vt = my + (mh - vh) / 2;
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double vr = vl + vw;
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double vb = vt + vh;
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//OpenGL places (0,0) at the bottom left; convert our (0,0) at the top left to this form:
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vt = 1.0 - vt;
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vb = 1.0 - vb;
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0, 0); glVertex3f(vl, vt, 0);
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glTexCoord2f(w, 0); glVertex3f(vr, vt, 0);
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glTexCoord2f(0, h); glVertex3f(vl, vb, 0);
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glTexCoord2f(w, h); glVertex3f(vr, vb, 0);
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glEnd();
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glFlush();
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if(_isDoubleBuffered) glXSwapBuffers(_display, _glXWindow);
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if(self.flush) glFinish();
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}
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auto poll() -> void override {
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while(XPending(_display)) {
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XEvent event;
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XNextEvent(_display, &event);
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if(event.type == Expose) {
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XWindowAttributes attributes;
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XGetWindowAttributes(_display, _window, &attributes);
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super.doUpdate(attributes.width, attributes.height);
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}
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}
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}
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private:
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auto construct() -> void {
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_display = XOpenDisplay(nullptr);
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_screen = DefaultScreen(_display);
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XWindowAttributes attributes{};
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XGetWindowAttributes(_display, RootWindow(_display, _screen), &attributes);
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_depth = attributes.depth;
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}
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auto destruct() -> void {
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terminate();
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XCloseDisplay(_display);
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}
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auto initialize() -> bool {
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terminate();
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if(!self.fullScreen && !self.context) return false;
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int versionMajor = 0, versionMinor = 0;
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glXQueryVersion(_display, &versionMajor, &versionMinor);
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if(versionMajor < 1 || (versionMajor == 1 && versionMinor < 2)) return false;
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int redDepth = self.format == "RGB30" ? 10 : 8;
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int greenDepth = self.format == "RGB30" ? 10 : 8;
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int blueDepth = self.format == "RGB30" ? 10 : 8;
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int attributeList[] = {
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GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
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GLX_RENDER_TYPE, GLX_RGBA_BIT,
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GLX_DOUBLEBUFFER, True,
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GLX_RED_SIZE, redDepth,
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GLX_GREEN_SIZE, greenDepth,
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GLX_BLUE_SIZE, blueDepth,
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None
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};
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int fbCount = 0;
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auto fbConfig = glXChooseFBConfig(_display, _screen, attributeList, &fbCount);
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if(fbCount == 0) return false;
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auto visual = glXGetVisualFromFBConfig(_display, fbConfig[0]);
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_parent = self.fullScreen ? RootWindow(_display, visual->screen) : (Window)self.context;
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XWindowAttributes windowAttributes;
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XGetWindowAttributes(_display, _parent, &windowAttributes);
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auto monitor = Video::monitor(self.monitor);
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_monitorX = monitor.x;
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_monitorY = monitor.y;
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_monitorWidth = monitor.width;
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_monitorHeight = monitor.height;
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_colormap = XCreateColormap(_display, RootWindow(_display, visual->screen), visual->visual, AllocNone);
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XSetWindowAttributes attributes{};
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attributes.border_pixel = 0;
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attributes.colormap = _colormap;
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attributes.override_redirect = self.fullScreen;
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_window = XCreateWindow(_display, _parent,
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0, 0, windowAttributes.width, windowAttributes.height,
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0, visual->depth, InputOutput, visual->visual,
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CWBorderPixel | CWColormap | CWOverrideRedirect, &attributes);
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XSelectInput(_display, _window, ExposureMask);
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XSetWindowBackground(_display, _window, 0);
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XMapWindow(_display, _window);
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XFlush(_display);
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while(XPending(_display)) {
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XEvent event;
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XNextEvent(_display, &event);
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}
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_glXContext = glXCreateContext(_display, visual, 0, GL_TRUE);
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glXMakeCurrent(_display, _glXWindow = _window, _glXContext);
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if(!glXSwapInterval) glXSwapInterval = (int (*)(int))glGetProcAddress("glXSwapIntervalMESA");
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if(!glXSwapInterval) glXSwapInterval = (int (*)(int))glGetProcAddress("glXSwapIntervalSGI");
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if(glXSwapInterval) glXSwapInterval(self.blocking);
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int value = 0;
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glXGetConfig(_display, visual, GLX_DOUBLEBUFFER, &value);
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_isDoubleBuffered = value;
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_isDirect = glXIsDirect(_display, _glXContext);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_POLYGON_SMOOTH);
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glDisable(GL_STENCIL_TEST);
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glEnable(GL_DITHER);
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glEnable(GL_TEXTURE_2D);
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resize(256, 256);
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return _ready = true;
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}
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auto terminate() -> void {
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_ready = false;
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if(_glTexture) {
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glDeleteTextures(1, &_glTexture);
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_glTexture = 0;
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}
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if(_glBuffer) {
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delete[] _glBuffer;
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_glBuffer = nullptr;
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}
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_glWidth = 0;
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_glHeight = 0;
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if(_glXContext) {
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glXDestroyContext(_display, _glXContext);
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_glXContext = nullptr;
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}
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if(_window) {
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XUnmapWindow(_display, _window);
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_window = 0;
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}
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if(_colormap) {
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XFreeColormap(_display, _colormap);
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_colormap = 0;
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}
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}
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auto resize(uint width, uint height) -> void {
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_width = width;
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_height = height;
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if(_glTexture == 0) glGenTextures(1, &_glTexture);
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_glWidth = max(_glWidth, width);
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_glHeight = max(_glHeight, height);
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delete[] _glBuffer;
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_glBuffer = new uint32_t[_glWidth * _glHeight]();
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glBindTexture(GL_TEXTURE_2D, _glTexture);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, _glWidth);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _glWidth, _glHeight, 0, GL_BGRA, _glFormat, _glBuffer);
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}
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bool _ready = false;
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bool blur = false;
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Display* _display = nullptr;
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uint _monitorX = 0;
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uint _monitorY = 0;
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uint _monitorWidth = 0;
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uint _monitorHeight = 0;
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int _screen = 0;
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uint _depth = 24; //depth of the default root window
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Window _parent = 0;
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Window _window = 0;
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Colormap _colormap = 0;
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GLXContext _glXContext = nullptr;
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GLXWindow _glXWindow = 0;
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bool _isDoubleBuffered = false;
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bool _isDirect = false;
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uint _width = 256;
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uint _height = 256;
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GLuint _glTexture = 0;
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uint32_t* _glBuffer = nullptr;
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uint _glWidth = 0;
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uint _glHeight = 0;
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uint _glFormat = GL_UNSIGNED_INT_8_8_8_8_REV;
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auto (*glXSwapInterval)(int) -> int = nullptr;
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};
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