bsnes/ruby/video/glx2.cpp

387 lines
11 KiB
C++

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