mirror of https://github.com/bsnes-emu/bsnes.git
240 lines
7.7 KiB
C++
240 lines
7.7 KiB
C++
#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 : Video, OpenGL {
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VideoGLX() { initialize(); }
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~VideoGLX() { terminate(); }
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auto ready() -> bool { return _ready; }
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auto context() -> uintptr { return _context; }
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auto blocking() -> bool { return _blocking; }
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auto depth() -> uint { return _depth; }
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auto smooth() -> bool { return _smooth; }
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auto shader() -> string { return _shader; }
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auto setContext(uintptr context) -> bool {
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if(_context == context) return true;
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_context = context;
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return initialize();
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}
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auto setBlocking(bool blocking) -> bool {
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if(_blocking == blocking) return true;
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_blocking = blocking;
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if(glXSwapInterval) glXSwapInterval(_blocking);
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return true;
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}
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auto setDepth(uint depth) -> bool {
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if(_depth == depth) return true;
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switch(depth) {
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case 24: _depth = depth; OpenGL::inputFormat = GL_RGBA8; return true;
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case 30: _depth = depth; OpenGL::inputFormat = GL_RGB10_A2; return true;
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default: return false;
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}
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}
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auto setSmooth(bool smooth) -> bool {
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if(_smooth == smooth) return true;
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_smooth = smooth;
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if(!_shader) OpenGL::filter = _smooth ? GL_LINEAR : GL_NEAREST;
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return true;
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}
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auto setShader(string shader) -> bool {
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if(_shader == shader) return true;
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OpenGL::shader(_shader = shader);
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if(!_shader) OpenGL::filter = _smooth ? GL_LINEAR : GL_NEAREST;
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return true;
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}
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auto clear() -> void {
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if(!ready()) return;
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OpenGL::clear();
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if(_doubleBuffer) glXSwapBuffers(_display, _glXWindow);
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}
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auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
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if(!ready()) return false;
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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 unlock() -> void {
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if(!ready()) return;
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}
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auto output() -> void {
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if(!ready()) return;
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//we must ensure that the child window is the same size as the parent window.
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//unfortunately, we cannot hook the parent window resize event notification,
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//as we did not create the parent window, nor have any knowledge of the toolkit used.
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//therefore, inelegant as it may be, we query each window size and resize as needed.
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XWindowAttributes parent, child;
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XGetWindowAttributes(_display, (Window)_context, &parent);
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XGetWindowAttributes(_display, (Window)_window, &child);
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if(child.width != parent.width || child.height != parent.height) {
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XResizeWindow(_display, _window, parent.width, parent.height);
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}
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OpenGL::outputWidth = parent.width;
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OpenGL::outputHeight = parent.height;
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OpenGL::output();
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if(_doubleBuffer) glXSwapBuffers(_display, _glXWindow);
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}
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private:
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auto initialize() -> bool {
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terminate();
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if(!_context) return false;
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_display = XOpenDisplay(nullptr);
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_screen = DefaultScreen(_display);
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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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XWindowAttributes windowAttributes;
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XGetWindowAttributes(_display, (Window)_context, &windowAttributes);
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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, (int)(_depth / 3),
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GLX_GREEN_SIZE, (int)(_depth / 3) + (int)(_depth % 3),
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GLX_BLUE_SIZE, (int)(_depth / 3),
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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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XVisualInfo* vi = glXGetVisualFromFBConfig(_display, fbConfig[0]);
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//(Window)_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, vi->screen), vi->visual, AllocNone);
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XSetWindowAttributes attributes;
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attributes.colormap = _colormap;
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attributes.border_pixel = 0;
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_window = XCreateWindow(_display, /* parent = */ (Window)_context,
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/* x = */ 0, /* y = */ 0, windowAttributes.width, windowAttributes.height,
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/* border_width = */ 0, vi->depth, InputOutput, vi->visual,
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CWColormap | CWBorderPixel, &attributes);
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XSetWindowBackground(_display, _window, /* color = */ 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, vi, /* sharelist = */ 0, /* direct = */ 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(_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, vi, 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();
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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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if(_display) {
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XCloseDisplay(_display);
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_display = nullptr;
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}
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}
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bool _ready = false;
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uintptr _context = 0;
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bool _blocking = false;
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uint _depth = 24;
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bool _smooth = true;
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string _shader;
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auto (*glXSwapInterval)(int) -> int = nullptr;
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Display* _display = nullptr;
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int _screen = 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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