mirror of https://github.com/bsnes-emu/bsnes.git
311 lines
9.6 KiB
C++
Executable File
311 lines
9.6 KiB
C++
Executable File
#include "opengl/opengl.hpp"
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#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091
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#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092
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auto VideoGLX_X11ErrorHandler(Display*, XErrorEvent*) -> int {
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return 0; //suppress errors
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}
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struct VideoGLX : VideoDriver, OpenGL {
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VideoGLX& self = *this;
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VideoGLX(Video& super) : VideoDriver(super) { construct(); }
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~VideoGLX() { destruct(); }
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auto create() -> bool override {
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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 3.2"; }
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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 setFlush(bool flush) -> bool override {
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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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OpenGL::inputFormat = GL_RGBA8;
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return initialize();
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}
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if(format == "ARGB30") {
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OpenGL::inputFormat = GL_RGB10_A2;
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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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OpenGL::setShader(shader);
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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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OpenGL::clear();
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if(_doubleBuffer) 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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OpenGL::size(width, height);
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return OpenGL::lock(data, pitch);
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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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//convert (0,0) from top-left to bottom-left coordinates
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auto _height = height ? height : _monitorHeight;
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auto _monitorY = parent.height - (this->_monitorY + _height) - (_monitorHeight - _height);
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OpenGL::absoluteWidth = width;
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OpenGL::absoluteHeight = height;
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OpenGL::outputX = self.fullScreen ? _monitorX : 0;
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OpenGL::outputY = self.fullScreen ? _monitorY : 0;
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OpenGL::outputWidth = self.fullScreen ? _monitorWidth : parent.width;
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OpenGL::outputHeight = self.fullScreen ? _monitorHeight : parent.height;
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OpenGL::output();
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if(_doubleBuffer) 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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//require GLX 1.2+ API
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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 = VideoDriver::format == "RGB30" ? 10 : 8;
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int greenDepth = VideoDriver::format == "RGB30" ? 10 : 8;
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int blueDepth = VideoDriver::format == "RGB30" ? 10 : 8;
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//let GLX determine the best Visual to use for GL output; provide a few hints
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//note: some video drivers will override double buffering attribute
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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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GLXFBConfig* 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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//(Window)self.context has already been realized, most likely with DefaultVisual.
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//GLX requires that the GL output window has the same Visual as the GLX context.
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//it is not possible to change the Visual of an already realized (created) window.
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//therefore a new child window, using the same GLX Visual, must be created and binded to it.
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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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//window must be realized (appear onscreen) before we make the context current
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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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//glXSwapInterval is used to toggle Vsync
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//note that the ordering is very important! MESA declares SGI, but the SGI function does nothing
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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(auto glXCreateContextAttribs = (auto (*)(Display*, GLXFBConfig, GLXContext, int, const int*) -> GLXContext)glGetProcAddress("glXCreateContextAttribsARB")) {
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int attributes[] = {
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GLX_CONTEXT_MAJOR_VERSION_ARB, 3,
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GLX_CONTEXT_MINOR_VERSION_ARB, 2,
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None
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};
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//glXCreateContextAttribs tends to throw BadRequest errors instead of simply failing gracefully
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auto originalHandler = XSetErrorHandler(VideoGLX_X11ErrorHandler);
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auto context = glXCreateContextAttribs(_display, fbConfig[0], nullptr, true, attributes);
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XSync(_display, False);
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XSetErrorHandler(originalHandler);
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if(context) {
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glXMakeCurrent(_display, 0, nullptr);
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glXDestroyContext(_display, _glXContext);
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glXMakeCurrent(_display, _glXWindow, _glXContext = context);
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} else {
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//OpenGL 3.2+ not supported (most likely OpenGL 2.x)
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return false;
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}
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} else {
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//missing required glXCreateContextAtribs function
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return false;
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}
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if(glXSwapInterval) glXSwapInterval(self.blocking);
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//read attributes of frame buffer for later use, as requested attributes from above are not always granted
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int value = 0;
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glXGetConfig(_display, visual, GLX_DOUBLEBUFFER, &value);
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_doubleBuffer = value;
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_isDirect = glXIsDirect(_display, _glXContext);
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return _ready = OpenGL::initialize(self.shader);
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}
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auto terminate() -> void {
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_ready = false;
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OpenGL::terminate();
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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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bool _ready = false;
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auto (*glXSwapInterval)(int) -> int = nullptr;
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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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int _versionMajor = 0;
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int _versionMinor = 0;
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bool _doubleBuffer = false;
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bool _isDirect = false;
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};
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