gsdx-ogl-wnd:

* implement GSWndEGL copy/pasted from zzogl.
* remove linux debugging shader that failed to compile on window
* add additional debug message during context creation


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5520 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
gregory.hainaut 2013-01-17 16:58:48 +00:00
parent c4dfd0c7c5
commit 36f8dda3fe
9 changed files with 411 additions and 54 deletions

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@ -106,6 +106,7 @@ set(GSdxSources
GSVertexTrace.cpp
GSWnd.cpp
GSWndOGL.cpp
GSWndEGL.cpp
GSdx.cpp
stdafx.cpp
)
@ -168,6 +169,7 @@ set(GSdxHeaders
GSVertexTrace.h
GSWnd.h
GSWndOGL.h
GSWndEGL.h
GSdx.h
stdafx.h
xbyak/xbyak.h

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@ -21,6 +21,12 @@
#pragma once
#ifdef _LINUX
#include <GL/glx.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#endif
#ifdef _WINDOWS
#define GL_LOADFN(name) { \
if( (*(void**)&name = (void*)wglGetProcAddress(#name)) == NULL ) { \
@ -28,11 +34,19 @@
} \
}
#else
#ifdef EGL_API
#define GL_LOADFN(name) { \
if( (*(void**)&name = (void*)glXGetProcAddress((const GLubyte*)#name)) == NULL ) { \
fprintf(stderr,"Failed to find %s\n", #name); \
} \
if( (*(void**)&name = (void*)eglGetProcAddress(#name)) == NULL ) { \
fprintf(stderr,"Failed to find %s\n", #name); \
} \
}
#else
#define GL_LOADFN(name) { \
if( (*(void**)&name = (void*)glXGetProcAddress((const GLubyte*)#name)) == NULL ) { \
fprintf(stderr,"Failed to find %s\n", #name); \
} \
}
#endif
#endif
// Those are provided on gl.h on linux...

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@ -44,6 +44,7 @@ static HRESULT s_hr = E_FAIL;
#else
#include "GSWndOGL.h"
#include "GSWndEGL.h"
#include <gtk/gtk.h>
#include <gdk/gdkx.h>
@ -279,7 +280,11 @@ static int _GSopen(void** dsp, char* title, int renderer, int threads = -1)
else
s_gs->m_wnd = new GSWndDX();
#else
#ifdef EGL_API
s_gs->m_wnd = new GSWndEGL();
#else
s_gs->m_wnd = new GSWndOGL();
#endif
#endif
}
}

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@ -61,11 +61,13 @@ void GSDeviceOGL::CreateTextureFX()
m_vb = new GSVertexBufferStateOGL(sizeof(GSVertex), vert_format, countof(vert_format));
// Compile some dummy shaders to allow modification inside Apitrace for debug
#ifdef _LINUX
GLuint dummy;
std::string macro = "";
std::string macro = "\n";
CompileShaderFromSource("tfx.glsl", "vs_main", GL_VERTEX_SHADER, &dummy, macro);
CompileShaderFromSource("tfx.glsl", "gs_main", GL_GEOMETRY_SHADER, &dummy, macro);
CompileShaderFromSource("tfx.glsl", "ps_main", GL_FRAGMENT_SHADER, &dummy, macro);
#endif
}
void GSDeviceOGL::SetupVS(VSSelector sel, const VSConstantBuffer* cb)

299
plugins/GSdx/GSWndEGL.cpp Normal file
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@ -0,0 +1,299 @@
/*
* Copyright (C) 2007-2012 Gabest
* http://www.gabest.org
*
* 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, 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 GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSWndEGL.h"
// Need at least MESA 9.0 (plan for october/november 2012)
// So force the destiny to at least check the compilation
#ifndef EGL_KHR_create_context
#define EGL_KHR_create_context 1
#define EGL_CONTEXT_MAJOR_VERSION_KHR EGL_CONTEXT_CLIENT_VERSION
#define EGL_CONTEXT_MINOR_VERSION_KHR 0x30FB
#define EGL_CONTEXT_FLAGS_KHR 0x30FC
#define EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR 0x30FD
#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_KHR 0x31BD
#define EGL_NO_RESET_NOTIFICATION_KHR 0x31BE
#define EGL_LOSE_CONTEXT_ON_RESET_KHR 0x31BF
#define EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR 0x00000001
#define EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE_BIT_KHR 0x00000002
#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_BIT_KHR 0x00000004
#define EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR 0x00000001
#define EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT_KHR 0x00000002
#endif
#ifdef _LINUX
GSWndEGL::GSWndEGL()
: m_NativeWindow(0), m_NativeDisplay(NULL)
{
}
bool GSWndEGL::CreateContext(int major, int minor)
{
EGLConfig eglConfig;
EGLint numConfigs;
EGLint contextAttribs[] =
{
EGL_CONTEXT_MAJOR_VERSION_KHR, major,
EGL_CONTEXT_MINOR_VERSION_KHR, minor,
// Keep compatibility for old cruft
EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR, EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT_KHR,
//EGL_CONTEXT_FLAGS_KHR, EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR | EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE_BIT_KHR,
// FIXME : Request a debug context to ease opengl development
#if defined(ZEROGS_DEVBUILD) || defined(_DEBUG)
EGL_CONTEXT_FLAGS_KHR, EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR,
#endif
EGL_NONE
};
EGLint attrList[] = {
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_DEPTH_SIZE, 24,
EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
EGL_NONE
};
eglBindAPI(EGL_OPENGL_API);
if ( !eglChooseConfig(m_eglDisplay, attrList, &eglConfig, 1, &numConfigs) )
{
fprintf(stderr,"EGL: Failed to get a frame buffer config!");
return EGL_FALSE;
}
m_eglSurface = eglCreateWindowSurface(m_eglDisplay, eglConfig, m_NativeWindow, NULL);
if ( m_eglSurface == EGL_NO_SURFACE )
{
fprintf(stderr,"EGL: Failed to get a window surface");
return EGL_FALSE;
}
m_eglContext = eglCreateContext(m_eglDisplay, eglConfig, EGL_NO_CONTEXT, contextAttribs );
if ( m_eglContext == EGL_NO_CONTEXT )
{
fprintf(stderr,"EGL: Failed to create the context");
fprintf(stderr,"EGL STATUS: %x", eglGetError());
return EGL_FALSE;
}
if ( !eglMakeCurrent(m_eglDisplay, m_eglSurface, m_eglSurface, m_eglContext) )
{
return EGL_FALSE;
}
return EGL_TRUE;
}
void GSWndEGL::AttachContext()
{
if (!IsContextAttached()) {
//fprintf(stderr, "Attach the context\n");
eglMakeCurrent(m_eglDisplay, m_eglSurface, m_eglSurface, m_eglContext);
m_ctx_attached = true;
}
}
void GSWndEGL::DetachContext()
{
if (IsContextAttached()) {
//fprintf(stderr, "Detach the context\n");
eglMakeCurrent(m_eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
m_ctx_attached = false;
}
}
void GSWndEGL::CheckContext()
{
fprintf(stderr,"EGL: %s : %s", eglQueryString(m_eglDisplay, EGL_VENDOR) , eglQueryString(m_eglDisplay, EGL_VERSION) );
fprintf(stderr,"EGL: extensions supported: %s", eglQueryString(m_eglDisplay, EGL_EXTENSIONS));
}
bool GSWndEGL::Attach(void* handle, bool managed)
{
m_NativeWindow = *(Window*)handle;
m_managed = managed;
m_NativeDisplay = XOpenDisplay(NULL);
if (!OpenEGLDisplay()) return false;
// Note: 4.2 crash on latest nvidia drivers!
if (!CreateContext(3, 3)) return false;
AttachContext();
CheckContext();
return true;
}
void GSWndEGL::Detach()
{
// Actually the destructor is not called when there is only a GSclose/GSshutdown
// The window still need to be closed
DetachContext();
CloseEGLDisplay();
if (m_NativeDisplay) {
XCloseDisplay(m_NativeDisplay);
m_NativeDisplay = NULL;
}
}
bool GSWndEGL::Create(const string& title, int w, int h)
{
if(m_NativeWindow) return false;
if(w <= 0 || h <= 0) {
w = theApp.GetConfig("ModeWidth", 640);
h = theApp.GetConfig("ModeHeight", 480);
}
m_managed = true;
// note this part must be only executed when replaying .gs debug file
m_NativeDisplay = XOpenDisplay(NULL);
int attrListDbl[] = { GLX_RGBA, GLX_DOUBLEBUFFER,
GLX_RED_SIZE, 8,
GLX_GREEN_SIZE, 8,
GLX_BLUE_SIZE, 8,
GLX_DEPTH_SIZE, 24,
None
};
XVisualInfo* vi = glXChooseVisual(m_NativeDisplay, DefaultScreen(m_NativeDisplay), attrListDbl);
/* create a color map */
XSetWindowAttributes attr;
attr.colormap = XCreateColormap(m_NativeDisplay, RootWindow(m_NativeDisplay, 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
m_NativeWindow = XCreateWindow(m_NativeDisplay, RootWindow(m_NativeDisplay, vi->screen),
0 , 0 , w, h, 0, vi->depth, InputOutput, vi->visual,
CWBorderPixel | CWColormap | CWEventMask, &attr);
XMapWindow (m_NativeDisplay, m_NativeWindow);
XFree(vi);
if (!CreateContext(3, 3)) return false;
AttachContext();
return (m_NativeWindow != 0);
}
void* GSWndEGL::GetDisplay()
{
// note this part must be only executed when replaying .gs debug file
return (void*)m_NativeDisplay;
}
GSVector4i GSWndEGL::GetClientRect()
{
unsigned int h = 480;
unsigned int w = 640;
unsigned int borderDummy;
unsigned int depthDummy;
Window winDummy;
int xDummy;
int yDummy;
if (!m_NativeDisplay) m_NativeDisplay = XOpenDisplay(NULL);
XGetGeometry(m_NativeDisplay, m_NativeWindow, &winDummy, &xDummy, &yDummy, &w, &h, &borderDummy, &depthDummy);
return GSVector4i(0, 0, (int)w, (int)h);
}
// Returns FALSE if the window has no title, or if th window title is under the strict
// management of the emulator.
bool GSWndEGL::SetWindowText(const char* title)
{
if (!m_managed) return true;
XTextProperty prop;
memset(&prop, 0, sizeof(prop));
char* ptitle = (char*)title;
if (XStringListToTextProperty(&ptitle, 1, &prop)) {
XSetWMName(m_NativeDisplay, m_NativeWindow, &prop);
}
XFree(prop.value);
XFlush(m_NativeDisplay);
return true;
}
void GSWndEGL::SetVSync(bool enable)
{
// 0 -> disable vsync
// n -> wait n frame
eglSwapInterval(m_eglDisplay, enable);
}
void GSWndEGL::Flip()
{
eglSwapBuffers(m_eglDisplay, m_eglSurface);
}
void GSWndEGL::Show()
{
XMapRaised(m_NativeDisplay, m_NativeWindow);
XFlush(m_NativeDisplay);
}
void GSWndEGL::Hide()
{
XUnmapWindow(m_NativeDisplay, m_NativeWindow);
XFlush(m_NativeDisplay);
}
void GSWndEGL::HideFrame()
{
// TODO
}
void GSWndEGL::CloseEGLDisplay()
{
eglTerminate(m_eglDisplay);
}
EGLBoolean GSWndEGL::OpenEGLDisplay()
{
// Create an EGL display from the native display
m_eglDisplay = eglGetDisplay((EGLNativeDisplayType)m_NativeDisplay);
if ( m_eglDisplay == EGL_NO_DISPLAY ) return EGL_FALSE;
if ( !eglInitialize(m_eglDisplay, NULL, NULL) ) return EGL_FALSE;
return EGL_TRUE;
}
#endif

70
plugins/GSdx/GSWndEGL.h Normal file
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@ -0,0 +1,70 @@
/*
* Copyright (C) 2007-2012 Gabest
* http://www.gabest.org
*
* 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, 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 GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "GSWnd.h"
#ifdef _LINUX
#include <X11/Xlib.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
class GSWndEGL : public GSWnd
{
EGLNativeWindowType m_NativeWindow;
EGLNativeDisplayType m_NativeDisplay;
EGLDisplay m_eglDisplay;
EGLSurface m_eglSurface;
EGLContext m_eglContext;
bool m_ctx_attached;
bool IsContextAttached() const { return m_ctx_attached; }
bool CreateContext(int major, int minor);
void CheckContext();
EGLBoolean OpenEGLDisplay();
void CloseEGLDisplay();
public:
GSWndEGL();
virtual ~GSWndEGL() {};
bool Create(const string& title, int w, int h);
bool Attach(void* handle, bool managed = true);
void Detach();
void* GetDisplay();
void* GetHandle() {return (void*)m_NativeWindow;}
GSVector4i GetClientRect();
bool SetWindowText(const char* title);
void AttachContext();
void DetachContext();
void Show();
void Hide();
void HideFrame();
void Flip();
void SetVSync(bool enable);
};
#endif

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@ -23,6 +23,7 @@
#ifdef _LINUX
#include <X11/Xlib.h>
#include <GL/glx.h>
class GSWndOGL : public GSWnd
{

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@ -29,7 +29,6 @@ GSWndWGL::GSWndWGL()
{
}
//TODO: GL3 context
bool GSWndWGL::CreateContext(int major, int minor)
{
if ( !m_NativeDisplay || !m_NativeWindow )
@ -39,7 +38,10 @@ bool GSWndWGL::CreateContext(int major, int minor)
}
// GL2 context are quite easy but we need GL3 which is another painful story...
if (!(m_context = wglCreateContext(m_NativeDisplay))) return false;
if (!(m_context = wglCreateContext(m_NativeDisplay))) {
fprinf(stderr, "Failed to create a 2.0 context\n");
return false;
}
// FIXME test it
// Note: albeit every tutorial said that we need an opengl context to use the GL function wglCreateContextAttribsARB
@ -60,10 +62,16 @@ bool GSWndWGL::CreateContext(int major, int minor)
};
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
if (!wglCreateContextAttribsARB) return false;
if (!wglCreateContextAttribsARB) {
fprinf(stderr, "Failed to init wglCreateContextAttribsARB function pointer\n");
return false;
}
HGLRC context30 = wglCreateContextAttribsARB(m_NativeDisplay, NULL, context_attribs);
if (!context30) return false;
if (!context30) {
fprinf(stderr, "Failed to create a 3.x context\n");
return false;
}
DetachContext();
wglDeleteContext(m_context);
@ -72,48 +80,6 @@ bool GSWndWGL::CreateContext(int major, int minor)
fprintf(stderr, "3.x GL context successfully created\n");
}
#if 0
// Get visual information
static int attrListDbl[] =
{
// GLX_X_RENDERABLE: If True is specified, then only frame buffer configurations that have associated X
// visuals (and can be used to render to Windows and/or GLX pixmaps) will be considered. The default value is GLX_DONT_CARE.
GLX_X_RENDERABLE , True,
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(m_NativeDisplay, DefaultScreen(m_NativeDisplay), 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,
// FIXME : Request a debug context to ease opengl development
// Note: don't support deprecated feature (pre openg 3.1)
//GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB | GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB,
None
};
m_context = glXCreateContextAttribsARB(m_NativeDisplay, fbc[0], 0, true, context_attribs);
if (!m_context) return false;
XSync( m_NativeDisplay, false);
#endif
return true;
}
@ -153,8 +119,6 @@ bool GSWndWGL::Attach(void* handle, bool managed)
if (!OpenWGLDisplay()) return false;
// FIXME: debug purpose
//if (!CreateContext(2, 0)) return false;
if (!CreateContext(3, 3)) return false;
AttachContext();
@ -178,6 +142,7 @@ void GSWndWGL::Detach()
DetachContext();
if (m_context) wglDeleteContext(m_context);
m_context = NULL;
CloseWGLDisplay();
}
@ -234,8 +199,8 @@ void GSWndWGL::CloseWGLDisplay()
if (m_NativeDisplay && !ReleaseDC(m_NativeWindow, m_NativeDisplay)) // Are We Able To Release The DC
{
MessageBox(NULL, "Release Device Context Failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
m_NativeDisplay = NULL; // Set DC To NULL
}
m_NativeDisplay = NULL; // Set DC To NULL
}
//TODO: GSopen 1 => Drop?

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@ -208,7 +208,6 @@ using namespace std;
//#include <ext/hash_set>
#include <GL/gl.h>
#include <GL/glx.h>
#include <GL/glext.h>
#include "GLLoader.h"