mirror of https://github.com/bsnes-emu/bsnes.git
279 lines
8.6 KiB
C++
Executable File
279 lines
8.6 KiB
C++
Executable File
/*
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video.glx
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author: byuu
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license: public domain
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last updated: 2012-03-09
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Design notes:
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SGI's GLX is the X11/Xlib interface to OpenGL.
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At the time of this writing, there are three relevant versions of the API: versions 1.2, 1.3 and 1.4.
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Version 1.2 was released on March 4th, 1997.
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Version 1.3 was released on October 19th, 1998.
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Version 1.4 was released on December 16th, 2005.
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Despite version 1.3 being roughly ten years old at this time, there are still many modern X11 GLX drivers
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that lack full support for the specification. Most notable would be the official video drivers from ATI.
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Given this, 1.4 support is pretty much hopeless to target.
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Luckily, each version has been designed to be backwards compatible with the previous version. As well,
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version 1.2 is wholly sufficient, albeit less convenient, to implement this video module.
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Therefore, for the purpose of compatibility, this driver only uses GLX 1.2 or earlier API commands.
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As well, it only uses raw Xlib API commands, so that it is compatible with any toolkit.
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*/
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#include "opengl.hpp"
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namespace ruby {
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class pVideoGLX : public OpenGL {
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public:
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int (*glSwapInterval)(int);
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Display *display;
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int screen;
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Window xwindow;
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Colormap colormap;
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GLXContext glxcontext;
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GLXWindow glxwindow;
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struct {
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int version_major, version_minor;
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bool double_buffer;
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bool is_direct;
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} glx;
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struct {
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Window handle;
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bool synchronize;
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unsigned depth;
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unsigned filter;
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unsigned width;
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unsigned height;
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unsigned format;
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} settings;
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bool cap(const string& name) {
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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::Depth) return true;
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if(name == Video::Filter) return true;
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if(name == Video::Shader) return true;
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if(name == Video::FragmentShader) return true;
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if(name == Video::VertexShader) return true;
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return false;
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}
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any get(const string& name) {
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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::Depth) return settings.depth;
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if(name == Video::Filter) return settings.filter;
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return false;
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}
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bool set(const string& name, const any& value) {
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if(name == Video::Handle) {
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settings.handle = any_cast<uintptr_t>(value);
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return true;
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}
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if(name == Video::Synchronize) {
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if(settings.synchronize != any_cast<bool>(value)) {
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settings.synchronize = any_cast<bool>(value);
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if(glSwapInterval) glSwapInterval(settings.synchronize);
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return true;
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}
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}
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if(name == Video::Depth) {
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//using a depth higher than the current display depth will perform very poorly, if at all
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unsigned depth = any_cast<unsigned>(value);
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if(depth > DefaultDepth(display, screen)) return false;
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switch(depth) {
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case 15u: ibpp = 2; iformat = GL_UNSIGNED_SHORT_1_5_5_5_REV; break;
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case 16u: ibpp = 2; iformat = GL_UNSIGNED_SHORT_5_6_5_REV; break;
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case 24u: ibpp = 4; iformat = GL_UNSIGNED_INT_8_8_8_8_REV; break;
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case 30u: ibpp = 4; iformat = GL_UNSIGNED_INT_2_10_10_10_REV; break;
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default: return false;
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}
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settings.depth = depth;
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return true;
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}
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if(name == Video::Filter) {
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settings.filter = any_cast<unsigned>(value);
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return true;
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}
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if(name == Video::Shader) {
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OpenGL::set_shader(any_cast<const char*>(value));
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settings.filter = OpenGL::fragmentfilter;
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return true;
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}
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if(name == Video::FragmentShader) {
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OpenGL::set_fragment_shader(any_cast<const char*>(value));
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return true;
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}
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if(name == Video::VertexShader) {
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OpenGL::set_vertex_shader(any_cast<const char*>(value));
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return true;
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}
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return false;
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}
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bool lock(uint32_t *&data, unsigned &pitch, unsigned width, unsigned height) {
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resize(width, height);
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settings.width = width;
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settings.height = height;
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return OpenGL::lock(data, pitch);
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}
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void unlock() {
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}
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void clear() {
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OpenGL::clear();
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if(glx.double_buffer) glXSwapBuffers(display, glxwindow);
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}
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void refresh() {
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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, 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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OpenGL::refresh(settings.filter == Video::FilterLinear,
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settings.width, settings.height, parent.width, parent.height);
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if(glx.double_buffer) glXSwapBuffers(display, glxwindow);
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}
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bool init() {
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term();
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glXQueryVersion(display, &glx.version_major, &glx.version_minor);
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//require GLX 1.2+ API
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if(glx.version_major < 1 || (glx.version_major == 1 && glx.version_minor < 2)) return false;
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XWindowAttributes window_attributes;
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XGetWindowAttributes(display, settings.handle, &window_attributes);
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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, (signed)(settings.depth / 3),
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GLX_GREEN_SIZE, (signed)(settings.depth / 3) + (signed)(settings.depth % 3),
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GLX_BLUE_SIZE, (signed)(settings.depth / 3),
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None,
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};
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int fbCount;
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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 settings.handle 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 settings.handle.
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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, /* parent = */ settings.handle,
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/* x = */ 0, /* y = */ 0, window_attributes.width, window_attributes.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, xwindow, /* color = */ 0);
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XMapWindow(display, xwindow);
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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 = xwindow, glxcontext);
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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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glx.double_buffer = value;
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glx.is_direct = glXIsDirect(display, glxcontext);
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OpenGL::init();
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settings.width = 256;
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settings.height = 256;
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//vertical synchronization
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if(!glSwapInterval) glSwapInterval = (int (*)(int))glGetProcAddress("glXSwapIntervalSGI");
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if(!glSwapInterval) glSwapInterval = (int (*)(int))glGetProcAddress("glXSwapIntervalMESA");
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if( glSwapInterval) glSwapInterval(settings.synchronize);
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return true;
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}
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void term() {
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OpenGL::term();
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if(glxcontext) {
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glXDestroyContext(display, glxcontext);
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glxcontext = 0;
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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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}
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pVideoGLX() : glSwapInterval(0) {
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display = XOpenDisplay(0);
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screen = DefaultScreen(display);
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settings.handle = 0;
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settings.synchronize = false;
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settings.depth = 24u;
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iformat = GL_UNSIGNED_INT_8_8_8_8_REV;
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ibpp = 4;
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xwindow = 0;
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colormap = 0;
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glxcontext = 0;
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glxwindow = 0;
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}
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~pVideoGLX() {
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term();
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XCloseDisplay(display);
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}
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};
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DeclareVideo(GLX)
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};
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