take the OSD shito somewhere

This commit is contained in:
Arisotura 2019-06-03 16:45:55 +02:00
parent 4a4415fc2e
commit 2b3ca2089f
4 changed files with 190 additions and 43 deletions

View File

@ -106,6 +106,7 @@
\
func(GLUNIFORM1I, glUniform1i); \
func(GLUNIFORM1UI, glUniform1ui); \
func(GLUNIFORM2I, glUniform2i); \
func(GLUNIFORM4UI, glUniform4ui); \
func(GLUNIFORMBLOCKBINDING, glUniformBlockBinding); \
func(GLGETUNIFORMLOCATION, glGetUniformLocation); \

View File

@ -35,7 +35,7 @@ namespace OSD
const u32 kOSDMargin = 6;
typedef struct
struct Item
{
Uint32 Timestamp;
char Text[256];
@ -50,13 +50,45 @@ typedef struct
bool GLTextureLoaded;
GLuint GLTexture;
} Item;
};
std::deque<Item*> ItemQueue;
std::deque<Item> ItemQueue;
GLint uOSDPos, uOSDSize;
GLuint OSDVertexArray;
GLuint OSDVertexBuffer;
volatile bool Rendering;
bool Init(bool opengl)
{
if (opengl)
{
GLuint prog; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&prog);
uOSDPos = glGetUniformLocation(prog, "uOSDPos");
uOSDSize = glGetUniformLocation(prog, "uOSDSize");
float vertices[6*2] =
{
0, 0,
1, 1,
1, 0,
0, 0,
0, 1,
1, 1
};
glGenBuffers(1, &OSDVertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, OSDVertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glGenVertexArrays(1, &OSDVertexArray);
glBindVertexArray(OSDVertexArray);
glEnableVertexAttribArray(0); // position
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)(0));
}
return true;
}
@ -64,15 +96,13 @@ void DeInit(bool opengl)
{
for (auto it = ItemQueue.begin(); it != ItemQueue.end(); )
{
Item* item = *it;
Item& item = *it;
if (item->DrawBitmapLoaded && item->DrawBitmap) uiDrawFreeBitmap(item->DrawBitmap);
if (item->GLTextureLoaded && opengl) glDeleteTextures(1, &item->GLTexture);
if (item->Bitmap) delete[] item->Bitmap;
if (item.DrawBitmapLoaded && item.DrawBitmap) uiDrawFreeBitmap(item.DrawBitmap);
if (item.GLTextureLoaded && opengl) glDeleteTextures(1, &item.GLTexture);
if (item.Bitmap) delete[] item.Bitmap;
delete item;
ItemQueue.erase(it);
it = ItemQueue.erase(it);
}
}
@ -276,15 +306,17 @@ void RenderText(u32 color, const char* text, Item* item)
void AddMessage(u32 color, const char* text)
{
Item* item = new Item;
while (Rendering);
item->Timestamp = SDL_GetTicks();
strncpy(item->Text, text, 255); item->Text[255] = '\0';
item->Color = color;
item->Bitmap = NULL;
Item item;
item->DrawBitmapLoaded = false;
item->GLTextureLoaded = false;
item.Timestamp = SDL_GetTicks();
strncpy(item.Text, text, 255); item.Text[255] = '\0';
item.Color = color;
item.Bitmap = NULL;
item.DrawBitmapLoaded = false;
item.GLTextureLoaded = false;
ItemQueue.push_back(item);
}
@ -293,7 +325,7 @@ void WindowResized(bool opengl)
{
/*for (auto it = ItemQueue.begin(); it != ItemQueue.end(); )
{
Item* item = *it;
Item& item = *it;
if (item->DrawBitmapLoaded && item->DrawBitmap) uiDrawFreeBitmap(item->DrawBitmap);
//if (item->GLTextureLoaded && opengl) glDeleteTextures(1, &item->GLTexture);
@ -309,53 +341,83 @@ void WindowResized(bool opengl)
void Update(bool opengl, uiAreaDrawParams* params)
{
Rendering = true;
Uint32 tick_now = SDL_GetTicks();
Uint32 tick_min = tick_now - 2500;
u32 y = kOSDMargin;
if (opengl)
{
glBindBuffer(GL_ARRAY_BUFFER, OSDVertexBuffer);
glBindVertexArray(OSDVertexArray);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
for (auto it = ItemQueue.begin(); it != ItemQueue.end(); )
{
Item* item = *it;
Item& item = *it;
if (item->Timestamp < tick_min)
if (item.Timestamp < tick_min)
{
if (item->DrawBitmapLoaded && item->DrawBitmap) uiDrawFreeBitmap(item->DrawBitmap);
if (item->GLTextureLoaded && opengl) glDeleteTextures(1, &item->GLTexture);
if (item->Bitmap) delete[] item->Bitmap;
if (item.DrawBitmapLoaded && item.DrawBitmap) uiDrawFreeBitmap(item.DrawBitmap);
if (item.GLTextureLoaded && opengl) glDeleteTextures(1, &item.GLTexture);
if (item.Bitmap) delete[] item.Bitmap;
delete item;
ItemQueue.erase(it);
it = ItemQueue.erase(it);
continue;
}
if (!item->Bitmap)
if (!item.Bitmap)
{
RenderText(item->Color, item->Text, item);
RenderText(item.Color, item.Text, &item);
}
if (opengl)
{
//
if (!item.GLTextureLoaded)
{
glGenTextures(1, &item.GLTexture);
glBindTexture(GL_TEXTURE_2D, item.GLTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, item.Width, item.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, item.Bitmap);
item.GLTextureLoaded = true;
}
glBindTexture(GL_TEXTURE_2D, item.GLTexture);
glUniform2i(uOSDPos, kOSDMargin, y);
glUniform2i(uOSDSize, item.Width, item.Height);
glDrawArrays(GL_TRIANGLES, 0, 2*3);
}
else
{
if (!item->DrawBitmapLoaded)
if (!item.DrawBitmapLoaded)
{
item->DrawBitmap = uiDrawNewBitmap(params->Context, item->Width, item->Height, 1);
uiDrawBitmapUpdate(item->DrawBitmap, item->Bitmap);
item->DrawBitmapLoaded = true;
item.DrawBitmap = uiDrawNewBitmap(params->Context, item.Width, item.Height, 1);
uiDrawBitmapUpdate(item.DrawBitmap, item.Bitmap);
item.DrawBitmapLoaded = true;
}
uiRect rc_src = {0, 0, item->Width, item->Height};
uiRect rc_dst = {kOSDMargin, y, item->Width, item->Height};
uiRect rc_src = {0, 0, item.Width, item.Height};
uiRect rc_dst = {kOSDMargin, y, item.Width, item.Height};
uiDrawBitmapDraw(params->Context, item->DrawBitmap, &rc_src, &rc_dst, 0);
uiDrawBitmapDraw(params->Context, item.DrawBitmap, &rc_src, &rc_dst, 0);
}
y += item->Height;
y += item.Height;
it++;
}
Rendering = false;
}
}

View File

@ -112,6 +112,7 @@ uiDrawBitmap* ScreenBitmap[2] = {NULL,NULL};
GLuint GL_ScreenShader[3];
GLuint GL_ScreenShaderAccel[3];
GLuint GL_ScreenShaderOSD[3];
struct
{
float uScreenSize[2];
@ -198,6 +199,29 @@ bool GLScreen_InitShader(GLuint* shader, const char* fs)
return true;
}
bool GLScreen_InitOSDShader(GLuint* shader)
{
if (!OpenGL_BuildShaderProgram(kScreenVS_OSD, kScreenFS_OSD, shader, "ScreenShaderOSD"))
return false;
glBindAttribLocation(shader[2], 0, "vPosition");
glBindFragDataLocation(shader[2], 0, "oColor");
if (!OpenGL_LinkShaderProgram(shader))
return false;
GLuint uni_id;
uni_id = glGetUniformBlockIndex(shader[2], "uConfig");
glUniformBlockBinding(shader[2], uni_id, 16);
glUseProgram(shader[2]);
uni_id = glGetUniformLocation(shader[2], "OSDTex");
glUniform1i(uni_id, 0);
return true;
}
bool GLScreen_Init()
{
// TODO: consider using epoxy?
@ -213,6 +237,8 @@ bool GLScreen_Init()
return false;
if (!GLScreen_InitShader(GL_ScreenShaderAccel, kScreenFS_Accel))
return false;
if (!GLScreen_InitOSDShader(GL_ScreenShaderOSD))
return false;
memset(&GL_ShaderConfig, 0, sizeof(GL_ShaderConfig));
@ -255,6 +281,7 @@ void GLScreen_DeInit()
OpenGL_DeleteShaderProgram(GL_ScreenShader);
OpenGL_DeleteShaderProgram(GL_ScreenShaderAccel);
OpenGL_DeleteShaderProgram(GL_ScreenShaderOSD);
}
void GLScreen_DrawScreen()
@ -396,7 +423,7 @@ void GLScreen_DrawScreen()
else
OpenGL_UseShaderProgram(GL_ScreenShaderAccel);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, uiGLGetFramebuffer(GLContext));
glBindFramebuffer(GL_FRAMEBUFFER, uiGLGetFramebuffer(GLContext));
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
@ -434,6 +461,7 @@ void GLScreen_DrawScreen()
glDrawArrays(GL_TRIANGLES, 0, 4*3);
}
OpenGL_UseShaderProgram(GL_ScreenShaderOSD);
OSD::Update(true, NULL);
glFlush();
@ -947,19 +975,21 @@ int EmuThreadFunc(void* burp)
if (joybuttons) delete[] joybuttons;
if (Screen_UseGL) uiGLMakeContextCurrent(GLContext);
NDS::DeInit();
Platform::LAN_DeInit();
if (Screen_UseGL)
{
uiGLMakeContextCurrent(GLContext);
OSD::DeInit(true);
GLScreen_DeInit();
uiGLMakeContextCurrent(NULL);
}
else
OSD::DeInit(false);
if (Screen_UseGL) uiGLMakeContextCurrent(NULL);
return 44203;
}
@ -1128,7 +1158,7 @@ int OnAreaKeyEvent(uiAreaHandler* handler, uiArea* area, uiAreaKeyEvent* evt)
MicCommand |= 1;
if (evt->Scancode == 0x57) // F11
OSD::AddMessage(0, "OSD test");
OSD::AddMessage(0x00FFFF, "OSD test");
//NDS::debug(0);
}
@ -2302,6 +2332,11 @@ void CreateMainWindow(bool opengl)
{
uiGLMakeContextCurrent(GLContext);
if (!GLScreen_Init()) opengl_good = false;
if (opengl_good)
{
OpenGL_UseShaderProgram(GL_ScreenShaderOSD);
OSD::Init(true);
}
uiGLMakeContextCurrent(NULL);
}
@ -2312,7 +2347,7 @@ void CreateMainWindow(bool opengl)
Screen_UseGL = false;
}
OSD::Init(opengl);
if (!opengl) OSD::Init(false);
}
void DestroyMainWindow()

View File

@ -36,7 +36,7 @@ smooth out vec2 fTexcoord;
void main()
{
vec4 fpos;
fpos.xy = ((vPosition.xy * 2.0) / uScreenSize) - 1.0;
fpos.xy = ((vPosition * 2.0) / uScreenSize) - 1.0;
fpos.y *= -1;
fpos.z = 0.0;
fpos.w = 1.0;
@ -198,4 +198,53 @@ void main()
}
)";
const char* kScreenVS_OSD = R"(#version 140
layout(std140) uniform uConfig
{
vec2 uScreenSize;
uint u3DScale;
uint uFilterMode;
};
uniform ivec2 uOSDPos;
uniform ivec2 uOSDSize;
in vec2 vPosition;
smooth out vec2 fTexcoord;
void main()
{
vec4 fpos;
vec2 osdpos = (vPosition * vec2(uOSDSize));
fTexcoord = osdpos;
osdpos += uOSDPos;
fpos.xy = ((osdpos * 2.0) / uScreenSize) - 1.0;
fpos.y *= -1;
fpos.z = 0.0;
fpos.w = 1.0;
gl_Position = fpos;
}
)";
const char* kScreenFS_OSD = R"(#version 140
uniform sampler2D OSDTex;
smooth in vec2 fTexcoord;
out vec4 oColor;
void main()
{
vec4 pixel = texelFetch(OSDTex, ivec2(fTexcoord), 0);
oColor = pixel.bgra;
}
)";
#endif // MAIN_SHADERS_H