pcsx2/plugins/zzogl-pg/opengl/GLWinX11.cpp

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/* ZZ Open GL graphics plugin
* Copyright (c)2009-2010 zeydlitz@gmail.com, arcum42@gmail.com
* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2008
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "Util.h"
#include "GLWin.h"
#ifdef GL_X11_WINDOW
#include <X11/Xlib.h>
#include <stdlib.h>
#ifdef USE_GSOPEN2
bool GLWindow::CreateWindow(void *pDisplay)
{
glWindow = (Window)*((u32*)(pDisplay)+1);
// Do not take the display which come from pcsx2 neither change it.
// You need a new one to do the operation in the GS thread
glDisplay = XOpenDisplay(NULL);
return true;
}
#else
bool GLWindow::CreateWindow(void *pDisplay)
{
// init support of multi thread
if (!XInitThreads())
ZZLog::Error_Log("Failed to init the xlib concurent threads");
glDisplay = XOpenDisplay(NULL);
if (pDisplay == NULL)
{
ZZLog::Error_Log("Failed to create window. Exiting...");
return false;
}
// Allow pad to use the display
*(Display**)pDisplay = glDisplay;
// Pad can use the window to grab the input. For the moment just set to 0 to avoid
// to grab an unknow window... Anyway GSopen1 might be dropped in the future
*((u32*)(pDisplay)+1) = 0;
return true;
}
#endif
bool GLWindow::ReleaseContext()
{
bool status = true;
if (!glDisplay) return status;
// free the context
if (context)
{
if (!glXMakeCurrent(glDisplay, None, NULL)) {
ZZLog::Error_Log("Could not release drawing context.");
status = false;
}
glXDestroyContext(glDisplay, context);
context = NULL;
}
// free the visual
if (vi) {
XFree(vi);
vi = NULL;
}
return status;
}
void GLWindow::CloseWindow()
{
SaveConfig();
if (!glDisplay) return;
XCloseDisplay(glDisplay);
glDisplay = NULL;
}
bool GLWindow::CreateVisual()
{
// attributes for a single buffered visual in RGBA format with at least
// 8 bits per color and a 24 bit depth buffer
int attrListSgl[] = {GLX_RGBA, GLX_RED_SIZE, 8,
GLX_GREEN_SIZE, 8,
GLX_BLUE_SIZE, 8,
GLX_DEPTH_SIZE, 24,
None
};
// attributes for a double buffered visual in RGBA format with at least
// 8 bits per color and a 24 bit depth buffer
int attrListDbl[] = { GLX_RGBA, GLX_DOUBLEBUFFER,
GLX_RED_SIZE, 8,
GLX_GREEN_SIZE, 8,
GLX_BLUE_SIZE, 8,
GLX_DEPTH_SIZE, 24,
None
};
/* get an appropriate visual */
vi = glXChooseVisual(glDisplay, DefaultScreen(glDisplay), attrListDbl);
if (vi == NULL)
{
vi = glXChooseVisual(glDisplay, DefaultScreen(glDisplay), attrListSgl);
doubleBuffered = false;
ZZLog::Error_Log("Only Singlebuffered Visual!");
}
else
{
doubleBuffered = true;
ZZLog::Error_Log("Got Doublebuffered Visual!");
}
if (vi == NULL)
{
ZZLog::Error_Log("Failed to get buffered Visual!");
return false;
}
return true;
}
void GLWindow::GetWindowSize()
{
if (!glDisplay or !glWindow) return;
unsigned int borderDummy;
Window winDummy;
s32 xDummy;
s32 yDummy;
XLockDisplay(glDisplay);
XGetGeometry(glDisplay, glWindow, &winDummy, &xDummy, &yDummy, &width, &height, &borderDummy, &depth);
XUnlockDisplay(glDisplay);
// update the gl buffer size
UpdateWindowSize(width, height);
#ifndef USE_GSOPEN2
// too verbose!
ZZLog::Dev_Log("Resolution %dx%d. Depth %d bpp. Position (%d,%d)", width, height, depth, conf.x, conf.y);
#endif
}
void GLWindow::GetGLXVersion()
{
int glxMajorVersion, glxMinorVersion;
glXQueryVersion(glDisplay, &glxMajorVersion, &glxMinorVersion);
if (glXIsDirect(glDisplay, context))
ZZLog::Error_Log("glX-Version %d.%d with Direct Rendering", glxMajorVersion, glxMinorVersion);
else
ZZLog::Error_Log("glX-Version %d.%d with Indirect Rendering !!! It will be slow", glxMajorVersion, glxMinorVersion);
}
bool GLWindow::CreateContextGL(int major, int minor)
{
if (!glDisplay) return false;
if (major <= 2) {
context = glXCreateContext(glDisplay, vi, NULL, GL_TRUE);
return true;
}
// Get visual information
static int attrListDbl[] =
{
GLX_X_RENDERABLE , True,
GLX_DRAWABLE_TYPE , GLX_WINDOW_BIT,
GLX_RENDER_TYPE , GLX_RGBA_BIT,
GLX_RED_SIZE , 8,
GLX_GREEN_SIZE , 8,
GLX_BLUE_SIZE , 8,
GLX_DEPTH_SIZE , 24,
GLX_DOUBLEBUFFER , True,
None
};
PFNGLXCHOOSEFBCONFIGPROC glXChooseFBConfig = (PFNGLXCHOOSEFBCONFIGPROC) glXGetProcAddress((GLubyte *) "glXChooseFBConfig");
int fbcount = 0;
GLXFBConfig *fbc = glXChooseFBConfig(glDisplay, DefaultScreen(glDisplay), attrListDbl, &fbcount);
if (!fbc || fbcount < 1) return false;
PFNGLXCREATECONTEXTATTRIBSARBPROC glXCreateContextAttribsARB = (PFNGLXCREATECONTEXTATTRIBSARBPROC)glXGetProcAddress((const GLubyte*) "glXCreateContextAttribsARB");
if (!glXCreateContextAttribsARB) return false;
// Create a context
int context_attribs[] =
{
GLX_CONTEXT_MAJOR_VERSION_ARB, major,
GLX_CONTEXT_MINOR_VERSION_ARB, minor,
// Keep compatibility for old cruft
GLX_CONTEXT_PROFILE_MASK_ARB, GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
//GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB | GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
// FIXME : Request a debug context to ease opengl development
GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB,
None
};
context = glXCreateContextAttribsARB(glDisplay, fbc[0], 0, true, context_attribs);
if (!context) return false;
XSync( glDisplay, false);
return true;
}
void GLWindow::CreateContextGL()
{
#if defined(OGL4_LOG) || defined(GLSL4_API)
// We need to define a debug context. So we need at a 3.0 context (if not 3.2 actually)
CreateContextGL(4, 2);
#else
// FIXME there was some issue with previous context creation on Geforce7. Code was rewritten
// for GSdx unfortunately it was not tested on Geforce7 so keep the 2.0 context for now.
#if 0
if (! CreateContextGL(3, 0) )
CreateContextGL(2, 0);
#else
CreateContextGL(2, 0);
#endif
#endif
}
#ifdef USE_GSOPEN2
bool GLWindow::DisplayWindow(int _width, int _height)
{
GetWindowSize();
if (!CreateVisual()) return false;
CreateContextGL();
// connect the glx-context to the window
glXMakeCurrent(glDisplay, glWindow, context);
GetGLXVersion();
return true;
}
#else
bool GLWindow::DisplayWindow(int _width, int _height)
{
backbuffer.w = _width;
backbuffer.h = _height;
if (!CreateVisual()) return false;
/* create a color map */
attr.colormap = XCreateColormap(glDisplay, RootWindow(glDisplay, vi->screen),
vi->visual, AllocNone);
attr.border_pixel = 0;
attr.event_mask = ExposureMask | KeyPressMask | KeyReleaseMask | ButtonPressMask |
StructureNotifyMask | SubstructureRedirectMask | SubstructureNotifyMask |
EnterWindowMask | LeaveWindowMask | FocusChangeMask ;
// Create a window at the last position/size
glWindow = XCreateWindow(glDisplay, RootWindow(glDisplay, vi->screen),
conf.x , conf.y , _width, _height, 0, vi->depth, InputOutput, vi->visual,
CWBorderPixel | CWColormap | CWEventMask,
&attr);
/* Allow to kill properly the window */
Atom wmDelete = XInternAtom(glDisplay, "WM_DELETE_WINDOW", True);
XSetWMProtocols(glDisplay, glWindow, &wmDelete, 1);
// Set icon name
XSetIconName(glDisplay, glWindow, "ZZogl-pg");
// Draw the window
XMapRaised(glDisplay, glWindow);
XSync(glDisplay, false);
// connect the glx-context to the window
CreateContextGL();
glXMakeCurrent(glDisplay, glWindow, context);
GetGLXVersion();
// Always start in window mode
fullScreen = 0;
GetWindowSize();
return true;
}
#endif
void GLWindow::SwapGLBuffers()
{
if (glGetError() != GL_NO_ERROR) ZZLog::Debug_Log("glError before swap!");
ZZLog::Check_GL_Error();
// FIXME I think we need to flush when there is only 1 visual buffer
glXSwapBuffers(glDisplay, glWindow);
// glClear(GL_COLOR_BUFFER_BIT);
}
u32 THR_KeyEvent = 0; // Value for key event processing between threads
bool THR_bShift = false;
bool THR_bCtrl = false;
void GLWindow::ProcessEvents()
{
FUNCLOG
#ifdef USE_GSOPEN2
GetWindowSize();
#else
ResizeCheck();
#endif
if (THR_KeyEvent) // This value was passed from GSKeyEvents which could be in another thread
{
int my_KeyEvent = THR_KeyEvent;
bool my_bShift = THR_bShift;
bool my_bCtrl = THR_bCtrl;
THR_KeyEvent = 0;
switch (my_KeyEvent)
{
case XK_F5:
case XK_F6:
case XK_F7:
case XK_F9:
// Note: to avoid some clash with PCSX2 shortcut in GSOpen2.
// GS shortcut will only be activated when ctrl is press
if (my_bCtrl)
OnFKey(my_KeyEvent - XK_F1 + 1, my_bShift);
break;
}
}
}
// ************************** Function that are either stub or useless in GSOPEN2
#define _NET_WM_STATE_REMOVE 0
#define _NET_WM_STATE_ADD 1
#define _NET_WM_STATE_TOGGLE 2
void GLWindow::Force43Ratio()
{
#ifndef USE_GSOPEN2
// avoid black border in fullscreen
if (fullScreen && conf.isWideScreen) {
conf.width = width;
conf.height = height;
}
if(!fullScreen && !conf.isWideScreen) {
// Compute the width based on height
s32 new_width = (4*height)/3;
// do not bother to resize for 5 pixels. Avoid a loop
// due to round value
if ( ABS(new_width - width) > 5) {
width = new_width;
conf.width = new_width;
// resize the window
XLockDisplay(glDisplay);
XResizeWindow(glDisplay, glWindow, new_width, height);
XSync(glDisplay, False);
XUnlockDisplay(glDisplay);
}
}
#endif
}
void GLWindow::UpdateGrabKey()
{
// Do not stole the key in debug mode. It is not breakpoint friendly...
#ifndef _DEBUG
XLockDisplay(glDisplay);
if (fullScreen) {
XGrabPointer(glDisplay, glWindow, True, ButtonPressMask, GrabModeAsync, GrabModeAsync, glWindow, None, CurrentTime);
XGrabKeyboard(glDisplay, glWindow, True, GrabModeAsync, GrabModeAsync, CurrentTime);
} else {
XUngrabPointer(glDisplay, CurrentTime);
XUngrabKeyboard(glDisplay, CurrentTime);
}
XUnlockDisplay(glDisplay);
#endif
}
void GLWindow::ToggleFullscreen()
{
#ifndef USE_GSOPEN2
if (!glDisplay or !glWindow) return;
Force43Ratio();
u32 mask = SubstructureRedirectMask | SubstructureNotifyMask;
// Setup a new event structure
XClientMessageEvent cme;
cme.type = ClientMessage;
cme.send_event = True;
cme.display = glDisplay;
cme.window = glWindow;
cme.message_type = XInternAtom(glDisplay, "_NET_WM_STATE", False);
cme.format = 32;
// Note: can not use _NET_WM_STATE_TOGGLE because the WM can change the fullscreen state
// and screw up the fullscreen variable... The test on fulscreen restore a sane configuration
cme.data.l[0] = fullScreen ? _NET_WM_STATE_REMOVE : _NET_WM_STATE_ADD;
cme.data.l[1] = (u32)XInternAtom(glDisplay, "_NET_WM_STATE_FULLSCREEN", False);
cme.data.l[2] = 0;
cme.data.l[3] = 0;
// send the event
XLockDisplay(glDisplay);
if (!XSendEvent(glDisplay, RootWindow(glDisplay, vi->screen), False, mask, (XEvent*)(&cme)))
ZZLog::Error_Log("Failed to send event: toggle fullscreen");
else {
fullScreen = (!fullScreen);
conf.setFullscreen(fullScreen);
}
XUnlockDisplay(glDisplay);
// Apply the change
XSync(glDisplay, false);
// Wait a little that the VM does his joes. Actually the best is to check some WM event
// but it not sure it will appear so a time out is necessary.
usleep(100*1000); // 100 us should be far enough for old computer and unnoticeable for users
// update info structure
GetWindowSize();
UpdateGrabKey();
// avoid black border in widescreen fullscreen
if (fullScreen && conf.isWideScreen) {
conf.width = width;
conf.height = height;
}
// Hide the cursor in the right bottom corner
if(fullScreen)
XWarpPointer(glDisplay, None, glWindow, 0, 0, 0, 0, 2*width, 2*height);
#endif
}
void GLWindow::ResizeCheck()
{
XEvent event;
if (!glDisplay or !glWindow) return;
XLockDisplay(glDisplay);
while (XCheckTypedWindowEvent(glDisplay, glWindow, ConfigureNotify, &event))
{
if ((event.xconfigure.width != width) || (event.xconfigure.height != height))
{
width = event.xconfigure.width;
height = event.xconfigure.height;
Force43Ratio();
UpdateWindowSize(width, height);
}
if (!fullScreen) {
if ((event.xconfigure.x != conf.x) || (event.xconfigure.y != conf.y))
{
// Fixme; x&y occassionally gives values near the top left corner rather then the real values,
// causing the window to change positions when adjusting ZZOgl's settings.
conf.x = event.xconfigure.x;
conf.y = event.xconfigure.y;
}
}
}
XUnlockDisplay(glDisplay);
}
void GLWindow::SetTitle(char *strtitle)
{
#ifndef USE_GSOPEN2
if (!glDisplay or !glWindow) return;
if (fullScreen) return;
XTextProperty prop;
memset(&prop, 0, sizeof(prop));
char* ptitle = strtitle;
if (XStringListToTextProperty(&ptitle, 1, &prop)) {
XLockDisplay(glDisplay);
XSetWMName(glDisplay, glWindow, &prop);
XUnlockDisplay(glDisplay);
}
XFree(prop.value);
#endif
}
#endif