mirror of https://github.com/bsnes-emu/bsnes.git
245 lines
7.1 KiB
C++
245 lines
7.1 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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struct VideoGLX2 : Video {
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~VideoGLX2() { term(); }
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auto (*glXSwapInterval)(signed) -> signed = nullptr;
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Display* display = nullptr;
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signed screen = 0;
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Window xwindow = 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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struct {
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Window handle = 0;
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bool synchronize = false;
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unsigned filter = 1; //linear
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unsigned width = 256;
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unsigned height = 256;
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bool isDoubleBuffered = false;
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bool isDirect = false;
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} settings;
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auto cap(const string& name) -> bool {
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if(name == Video::Handle) return true;
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if(name == Video::Synchronize) return true;
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if(name == Video::Filter) return true;
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return false;
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}
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auto get(const string& name) -> any {
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if(name == Video::Handle) return (uintptr_t)settings.handle;
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if(name == Video::Synchronize) return settings.synchronize;
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if(name == Video::Filter) return settings.filter;
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return {};
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}
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auto set(const string& name, const any& value) -> bool {
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if(name == Video::Handle && value.is<uintptr_t>()) {
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settings.handle = value.get<uintptr_t>();
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return true;
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}
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if(name == Video::Synchronize && value.is<bool>()) {
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if(settings.synchronize != value.get<bool>()) {
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settings.synchronize = value.get<bool>();
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if(glXSwapInterval) glXSwapInterval(settings.synchronize);
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return true;
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}
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}
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if(name == Video::Filter && value.is<unsigned>()) {
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settings.filter = value.get<unsigned>();
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return true;
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}
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return false;
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}
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auto lock(uint32_t*& data, unsigned& pitch, unsigned width, unsigned height) -> bool {
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if(width != settings.width || height != settings.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 unlock() -> void {
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}
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auto clear() -> void {
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memory::fill(glbuffer, glwidth * glheight * sizeof(uint32_t));
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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(settings.isDoubleBuffered) glXSwapBuffers(display, glxwindow);
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}
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auto refresh() -> void {
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XWindowAttributes parent, child;
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XGetWindowAttributes(display, settings.handle, &parent);
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XGetWindowAttributes(display, xwindow, &child);
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if(child.width != parent.width || child.height != parent.height) {
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XResizeWindow(display, xwindow, parent.width, parent.height);
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}
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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, settings.filter ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, settings.filter ? GL_LINEAR : GL_NEAREST);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, parent.width, 0, parent.height, -1.0, 1.0);
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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, settings.width, settings.height,
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GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, glbuffer);
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double w = (double)settings.width / (double)glwidth;
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double h = (double)settings.height / (double)glheight;
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signed u = parent.width;
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signed v = parent.height;
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0, 0); glVertex3i(0, v, 0);
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glTexCoord2f(w, 0); glVertex3i(u, v, 0);
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glTexCoord2f(0, h); glVertex3i(0, 0, 0);
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glTexCoord2f(w, h); glVertex3i(u, 0, 0);
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glEnd();
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glFlush();
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if(settings.isDoubleBuffered) glXSwapBuffers(display, glxwindow);
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}
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auto init() -> bool {
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display = XOpenDisplay(0);
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screen = DefaultScreen(display);
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signed 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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XWindowAttributes windowAttributes;
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XGetWindowAttributes(display, settings.handle, &windowAttributes);
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signed 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, 8,
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GLX_GREEN_SIZE, 8,
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GLX_BLUE_SIZE, 8,
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None
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};
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signed 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 vi = glXGetVisualFromFBConfig(display, fbConfig[0]);
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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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xwindow = XCreateWindow(display, settings.handle, 0, 0, windowAttributes.width, windowAttributes.height,
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0, vi->depth, InputOutput, vi->visual, CWColormap | CWBorderPixel, &attributes);
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XSetWindowBackground(display, xwindow, 0);
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XMapWindow(display, xwindow);
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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, vi, 0, GL_TRUE);
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glXMakeCurrent(display, glxwindow = xwindow, glxcontext);
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if(!glXSwapInterval) glXSwapInterval = (signed (*)(signed))glGetProcAddress("glXSwapIntervalMESA");
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if(!glXSwapInterval) glXSwapInterval = (signed (*)(signed))glGetProcAddress("glXSwapIntervalSGI");
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if(glXSwapInterval) glXSwapInterval(settings.synchronize);
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signed value = 0;
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glXGetConfig(display, vi, GLX_DOUBLEBUFFER, &value);
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settings.isDoubleBuffered = value;
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settings.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 true;
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}
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auto term() -> void {
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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 = 0;
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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(xwindow) {
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XUnmapWindow(display, xwindow);
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xwindow = 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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private:
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GLuint gltexture = 0;
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uint32_t* glbuffer = nullptr;
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unsigned glwidth = 0;
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unsigned glheight = 0;
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auto resize(unsigned width, unsigned height) -> void {
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settings.width = width;
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settings.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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if(glbuffer) 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, GL_UNSIGNED_INT_8_8_8_8_REV, glbuffer);
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}
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};
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