Files
bsnes/ruby/video/glx.cpp
Tim Allen fe85679321 Update to v093r13 release.
byuu says:

This WIP removes nall/input.hpp entirely, and implements the new
universal cheat format for FC/SFC/GB/GBC/SGB.

GBA is going to be tricky since there's some consternation around
byte/word/dword overrides.

It's also not immediately obvious to me how to implement the code search
in logarithmic time, due to the optional compare value.

Lastly, the cheat values inside cheats.bml seem to be broken for the
SFC. Likely there's a bug somewhere in the conversion process. Obviously
I'll have to fix that before v094.

I received no feedback on the universal cheat format. If nobody adds
anything before v094, then I don't want to hear any complaining about
the formatting :P
2014-01-13 20:35:46 +11:00

252 lines
7.6 KiB
C++

#include "opengl/opengl.hpp"
#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091
#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092
namespace ruby {
struct pVideoGLX : OpenGL {
GLXContext (*glXCreateContextAttribs)(Display*, GLXFBConfig, GLXContext, int, const int*) = nullptr;
int (*glXSwapInterval)(int) = nullptr;
Display* display;
int screen;
Window xwindow;
Colormap colormap;
GLXContext glxcontext;
GLXWindow glxwindow;
struct {
int version_major, version_minor;
bool double_buffer;
bool is_direct;
} glx;
struct {
Window handle;
bool synchronize;
unsigned depth;
unsigned filter;
string shader;
} settings;
bool cap(const string& name) {
if(name == Video::Handle) return true;
if(name == Video::Synchronize) return true;
if(name == Video::Depth) return true;
if(name == Video::Filter) return true;
if(name == Video::Shader) return true;
return false;
}
any get(const string& name) {
if(name == Video::Handle) return (uintptr_t)settings.handle;
if(name == Video::Synchronize) return settings.synchronize;
if(name == Video::Depth) return settings.depth;
if(name == Video::Filter) return settings.filter;
return false;
}
bool set(const string& name, const any& value) {
if(name == Video::Handle) {
settings.handle = any_cast<uintptr_t>(value);
return true;
}
if(name == Video::Synchronize) {
if(settings.synchronize != any_cast<bool>(value)) {
settings.synchronize = any_cast<bool>(value);
if(glXSwapInterval) glXSwapInterval(settings.synchronize);
return true;
}
}
if(name == Video::Depth) {
unsigned depth = any_cast<unsigned>(value);
if(depth > DefaultDepth(display, screen)) return false;
switch(depth) {
case 24: inputFormat = GL_RGBA8; break;
case 30: inputFormat = GL_RGB10_A2; break;
default: return false;
}
settings.depth = depth;
return true;
}
if(name == Video::Filter) {
settings.filter = any_cast<unsigned>(value);
if(settings.shader.empty()) OpenGL::filter = settings.filter ? GL_LINEAR : GL_NEAREST;
return true;
}
if(name == Video::Shader) {
settings.shader = any_cast<const char*>(value);
OpenGL::shader(settings.shader);
if(settings.shader.empty()) OpenGL::filter = settings.filter ? GL_LINEAR : GL_NEAREST;
return true;
}
return false;
}
bool lock(uint32_t*& data, unsigned& pitch, unsigned width, unsigned height) {
OpenGL::size(width, height);
return OpenGL::lock(data, pitch);
}
void unlock() {
}
void clear() {
OpenGL::clear();
if(glx.double_buffer) glXSwapBuffers(display, glxwindow);
}
void refresh() {
//we must ensure that the child window is the same size as the parent window.
//unfortunately, we cannot hook the parent window resize event notification,
//as we did not create the parent window, nor have any knowledge of the toolkit used.
//therefore, inelegant as it may be, we query each window size and resize as needed.
XWindowAttributes parent, child;
XGetWindowAttributes(display, settings.handle, &parent);
XGetWindowAttributes(display, xwindow, &child);
if(child.width != parent.width || child.height != parent.height) {
XResizeWindow(display, xwindow, parent.width, parent.height);
}
outputWidth = parent.width, outputHeight = parent.height;
OpenGL::refresh();
if(glx.double_buffer) glXSwapBuffers(display, glxwindow);
}
bool init() {
term();
glXQueryVersion(display, &glx.version_major, &glx.version_minor);
//require GLX 1.2+ API
if(glx.version_major < 1 || (glx.version_major == 1 && glx.version_minor < 2)) return false;
XWindowAttributes window_attributes;
XGetWindowAttributes(display, settings.handle, &window_attributes);
//let GLX determine the best Visual to use for GL output; provide a few hints
//note: some video drivers will override double buffering attribute
int attributeList[] = {
GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
GLX_RENDER_TYPE, GLX_RGBA_BIT,
GLX_DOUBLEBUFFER, True,
GLX_RED_SIZE, (signed)(settings.depth / 3),
GLX_GREEN_SIZE, (signed)(settings.depth / 3) + (signed)(settings.depth % 3),
GLX_BLUE_SIZE, (signed)(settings.depth / 3),
None
};
int fbCount;
GLXFBConfig* fbConfig = glXChooseFBConfig(display, screen, attributeList, &fbCount);
if(fbCount == 0) return false;
XVisualInfo* vi = glXGetVisualFromFBConfig(display, fbConfig[0]);
//Window settings.handle has already been realized, most likely with DefaultVisual.
//GLX requires that the GL output window has the same Visual as the GLX context.
//it is not possible to change the Visual of an already realized (created) window.
//therefore a new child window, using the same GLX Visual, must be created and binded to settings.handle.
colormap = XCreateColormap(display, RootWindow(display, vi->screen), vi->visual, AllocNone);
XSetWindowAttributes attributes;
attributes.colormap = colormap;
attributes.border_pixel = 0;
xwindow = XCreateWindow(display, /* parent = */ settings.handle,
/* x = */ 0, /* y = */ 0, window_attributes.width, window_attributes.height,
/* border_width = */ 0, vi->depth, InputOutput, vi->visual,
CWColormap | CWBorderPixel, &attributes);
XSetWindowBackground(display, xwindow, /* color = */ 0);
XMapWindow(display, xwindow);
XFlush(display);
//window must be realized (appear onscreen) before we make the context current
while(XPending(display)) {
XEvent event;
XNextEvent(display, &event);
}
glxcontext = glXCreateContext(display, vi, /* sharelist = */ 0, /* direct = */ GL_TRUE);
glXMakeCurrent(display, glxwindow = xwindow, glxcontext);
glXCreateContextAttribs = (GLXContext (*)(Display*, GLXFBConfig, GLXContext, int, const int*))glGetProcAddress("glXCreateContextAttribsARB");
glXSwapInterval = (int (*)(int))glGetProcAddress("glXSwapIntervalSGI");
if(!glXSwapInterval) glXSwapInterval = (int (*)(int))glGetProcAddress("glXSwapIntervalMESA");
if(glXCreateContextAttribs) {
int attributes[] = {
GLX_CONTEXT_MAJOR_VERSION_ARB, 3,
GLX_CONTEXT_MINOR_VERSION_ARB, 2,
None
};
GLXContext context = glXCreateContextAttribs(display, fbConfig[0], nullptr, true, attributes);
if(context) {
glXMakeCurrent(display, 0, nullptr);
glXDestroyContext(display, glxcontext);
glXMakeCurrent(display, glxwindow, glxcontext = context);
}
}
if(glXSwapInterval) {
glXSwapInterval(settings.synchronize);
}
//read attributes of frame buffer for later use, as requested attributes from above are not always granted
int value = 0;
glXGetConfig(display, vi, GLX_DOUBLEBUFFER, &value);
glx.double_buffer = value;
glx.is_direct = glXIsDirect(display, glxcontext);
OpenGL::init();
return true;
}
void term() {
OpenGL::term();
if(glxcontext) {
glXDestroyContext(display, glxcontext);
glxcontext = nullptr;
}
if(xwindow) {
XUnmapWindow(display, xwindow);
xwindow = 0;
}
if(colormap) {
XFreeColormap(display, colormap);
colormap = 0;
}
}
pVideoGLX() {
display = XOpenDisplay(0);
screen = DefaultScreen(display);
settings.handle = 0;
settings.synchronize = false;
settings.depth = 24;
settings.filter = 1; //linear
xwindow = 0;
colormap = 0;
glxcontext = nullptr;
glxwindow = 0;
}
~pVideoGLX() {
term();
XCloseDisplay(display);
}
};
DeclareVideo(GLX)
};