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d5c09c9ab1
byuu says: Changelog: - ruby/audio/xaudio2: ported to new ruby API - ruby/video/cgl: ported to new ruby API (untested, won't compile) - ruby/video/directdraw: ported to new ruby API - ruby/video/gdi: ported to new ruby API - ruby/video/glx: ported to new ruby API - ruby/video/wgl: ported to new ruby API - ruby/video/opengl: code cleanups The macOS CGL driver is sure to have compilation errors. If someone will post the compilation error log, I can hopefully fix it in one or two iterations of WIPs. I am unable to test the Xorg GLX driver, because my FreeBSD desktop video card drivers do not support OpenGL 3.2. If the driver doesn't work, I'm going to need help tracking down what broke from the older releases. The real fun is still yet to come ... all the Linux-only drivers, where I don't have a single Linux machine to test with. Todo: - libco/fiber - libco/ucontext (I should really just delete this) - tomoko: hide main UI window when in exclusive fullscreen mode
262 lines
7.3 KiB
C++
262 lines
7.3 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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#if defined(DISPLAY_XORG)
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#include <GL/gl.h>
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#include <GL/glx.h>
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#ifndef glGetProcAddress
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#define glGetProcAddress(name) (*glXGetProcAddress)((const GLubyte*)(name))
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#endif
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#elif defined(DISPLAY_QUARTZ)
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#include <OpenGL/gl3.h>
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#elif defined(DISPLAY_WINDOWS)
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#include <GL/gl.h>
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#include <GL/glext.h>
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#ifndef glGetProcAddress
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#define glGetProcAddress(name) wglGetProcAddress(name)
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#endif
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#else
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#error "ruby::OpenGL2: unsupported platform"
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#endif
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struct VideoGLX2 : Video {
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VideoGLX2() { initialize(); }
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~VideoGLX2() { terminate(); }
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auto ready() -> bool { return _ready; }
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auto context() -> uintptr { return _context; }
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auto blocking() -> bool { return _blocking; }
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auto smooth() -> bool { return _smooth; }
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auto setContext(uintptr context) -> bool {
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if(_context == context) return true;
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_context = context;
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return initialize();
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}
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auto setBlocking(bool blocking) -> bool {
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if(_blocking == blocking) return true;
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_blocking = blocking;
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if(_ready && glXSwapInterval) glXSwapInterval(_blocking);
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return true;
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}
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auto setSmooth(bool smooth) -> bool {
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if(_smooth == smooth) return true;
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_smooth = smooth;
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return true;
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}
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auto clear() -> void {
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if(!ready()) return;
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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(_isDoubleBuffered) glXSwapBuffers(_display, _glXWindow);
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}
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auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
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if(!ready()) return false;
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if(width != _width || height != _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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if(!ready()) return;
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}
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auto output() -> void {
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if(!ready()) return;
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XWindowAttributes parent, child;
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XGetWindowAttributes(_display, (Window)_context, &parent);
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XGetWindowAttributes(_display, _window, &child);
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if(child.width != parent.width || child.height != parent.height) {
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XResizeWindow(_display, _window, 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, _smooth ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _smooth ? 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, _width, _height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, _glBuffer);
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double w = (double)_width / (double)_glWidth;
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double h = (double)_height / (double)_glHeight;
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int u = parent.width;
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int 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(_isDoubleBuffered) glXSwapBuffers(_display, _glXWindow);
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}
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private:
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auto initialize() -> bool {
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terminate();
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if(!_context) return false;
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_display = XOpenDisplay(0);
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_screen = DefaultScreen(_display);
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int 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, (Window)_context, &windowAttributes);
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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, 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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int 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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_window = XCreateWindow(_display, (Window)_context, 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, _window, 0);
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XMapWindow(_display, _window);
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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 = _window, _glXContext);
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if(!glXSwapInterval) glXSwapInterval = (int (*)(int))glGetProcAddress("glXSwapIntervalMESA");
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if(!glXSwapInterval) glXSwapInterval = (int (*)(int))glGetProcAddress("glXSwapIntervalSGI");
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if(glXSwapInterval) glXSwapInterval(_blocking);
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int value = 0;
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glXGetConfig(_display, vi, GLX_DOUBLEBUFFER, &value);
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_isDoubleBuffered = value;
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_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 _ready = true;
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}
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auto terminate() -> void {
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_ready = false;
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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 = nullptr;
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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(_window) {
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XUnmapWindow(_display, _window);
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_window = 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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auto resize(uint width, uint height) -> void {
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_width = width;
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_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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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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auto (*glXSwapInterval)(int) -> int = nullptr;
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bool _ready = false;
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uintptr _context = 0;
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bool _blocking = false;
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bool _smooth = true;
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Display* _display = nullptr;
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int _screen = 0;
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Window _window = 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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bool _isDoubleBuffered = false;
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bool _isDirect = false;
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uint _width = 256;
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uint _height = 256;
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GLuint _glTexture = 0;
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uint32_t* _glBuffer = nullptr;
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uint _glWidth = 0;
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uint _glHeight = 0;
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};
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