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399 lines
12 KiB
C++
399 lines
12 KiB
C++
#include "opengl_host_display.h"
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#include "common/assert.h"
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#include "common/log.h"
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#include "imgui_impl_sdl.h"
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#include <array>
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#include <imgui.h>
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#include <imgui_impl_opengl3.h>
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#include <tuple>
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Log_SetChannel(OpenGLHostDisplay);
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class OpenGLDisplayWidgetTexture : public HostDisplayTexture
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{
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public:
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OpenGLDisplayWidgetTexture(GLuint id, u32 width, u32 height) : m_id(id), m_width(width), m_height(height) {}
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~OpenGLDisplayWidgetTexture() override { glDeleteTextures(1, &m_id); }
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void* GetHandle() const override { return reinterpret_cast<void*>(static_cast<uintptr_t>(m_id)); }
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u32 GetWidth() const override { return m_width; }
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u32 GetHeight() const override { return m_height; }
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GLuint GetGLID() const { return m_id; }
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static std::unique_ptr<OpenGLDisplayWidgetTexture> Create(u32 width, u32 height, const void* initial_data,
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u32 initial_data_stride)
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{
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GLuint id;
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glGenTextures(1, &id);
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GLint old_texture_binding = 0;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_texture_binding);
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// TODO: Set pack width
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Assert(!initial_data || initial_data_stride == (width * sizeof(u32)));
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glBindTexture(GL_TEXTURE_2D, id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, initial_data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, id);
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return std::make_unique<OpenGLDisplayWidgetTexture>(id, width, height);
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}
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private:
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GLuint m_id;
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u32 m_width;
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u32 m_height;
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};
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OpenGLHostDisplay::OpenGLHostDisplay(SDL_Window* window) : m_window(window)
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{
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SDL_GetWindowSize(window, &m_window_width, &m_window_height);
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}
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OpenGLHostDisplay::~OpenGLHostDisplay()
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{
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if (m_gl_context)
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{
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if (m_display_vao != 0)
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glDeleteVertexArrays(1, &m_display_vao);
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if (m_display_linear_sampler != 0)
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glDeleteSamplers(1, &m_display_linear_sampler);
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if (m_display_nearest_sampler != 0)
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glDeleteSamplers(1, &m_display_nearest_sampler);
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m_display_program.Destroy();
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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SDL_GL_MakeCurrent(nullptr, nullptr);
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SDL_GL_DeleteContext(m_gl_context);
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}
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if (m_window)
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SDL_DestroyWindow(m_window);
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}
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HostDisplay::RenderAPI OpenGLHostDisplay::GetRenderAPI() const
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{
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return m_is_gles ? HostDisplay::RenderAPI::OpenGLES : HostDisplay::RenderAPI::OpenGL;
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}
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void* OpenGLHostDisplay::GetRenderDevice() const
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{
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return nullptr;
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}
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void* OpenGLHostDisplay::GetRenderContext() const
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{
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return m_gl_context;
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}
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void* OpenGLHostDisplay::GetRenderWindow() const
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{
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return m_window;
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}
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void OpenGLHostDisplay::ChangeRenderWindow(void* new_window)
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{
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Panic("Not implemented");
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}
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void OpenGLHostDisplay::WindowResized(s32 new_window_width, s32 new_window_height)
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{
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HostDisplay::WindowResized(new_window_width, new_window_height);
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SDL_GL_GetDrawableSize(m_window, &m_window_width, &m_window_height);
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ImGui::GetIO().DisplaySize.x = static_cast<float>(m_window_width);
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ImGui::GetIO().DisplaySize.y = static_cast<float>(m_window_height);
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}
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std::unique_ptr<HostDisplayTexture> OpenGLHostDisplay::CreateTexture(u32 width, u32 height, const void* data,
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u32 data_stride, bool dynamic)
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{
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return OpenGLDisplayWidgetTexture::Create(width, height, data, data_stride);
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}
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void OpenGLHostDisplay::UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height,
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const void* data, u32 data_stride)
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{
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OpenGLDisplayWidgetTexture* tex = static_cast<OpenGLDisplayWidgetTexture*>(texture);
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Assert(data_stride == (width * sizeof(u32)));
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GLint old_texture_binding = 0;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_texture_binding);
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glBindTexture(GL_TEXTURE_2D, tex->GetGLID());
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glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glBindTexture(GL_TEXTURE_2D, old_texture_binding);
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}
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void OpenGLHostDisplay::SetVSync(bool enabled)
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{
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// Window framebuffer has to be bound to call SetSwapInterval.
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GLint current_fbo = 0;
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, ¤t_fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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SDL_GL_SetSwapInterval(enabled ? 1 : 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, current_fbo);
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}
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const char* OpenGLHostDisplay::GetGLSLVersionString() const
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{
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if (m_is_gles)
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{
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if (GLAD_GL_ES_VERSION_3_0)
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return "#version 300 es";
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else
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return "#version 100";
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}
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else
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{
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if (GLAD_GL_VERSION_3_3)
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return "#version 330";
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else
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return "#version 130";
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}
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}
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std::string OpenGLHostDisplay::GetGLSLVersionHeader() const
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{
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std::string header = GetGLSLVersionString();
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header += "\n\n";
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if (m_is_gles)
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{
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header += "precision highp float;\n";
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header += "precision highp int;\n\n";
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}
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return header;
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}
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static void APIENTRY GLDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
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const GLchar* message, const void* userParam)
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{
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switch (severity)
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{
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case GL_DEBUG_SEVERITY_HIGH_KHR:
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Log_ErrorPrintf(message);
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break;
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case GL_DEBUG_SEVERITY_MEDIUM_KHR:
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Log_WarningPrint(message);
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break;
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case GL_DEBUG_SEVERITY_LOW_KHR:
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Log_InfoPrintf(message);
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break;
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case GL_DEBUG_SEVERITY_NOTIFICATION:
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// Log_DebugPrint(message);
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break;
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}
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}
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bool OpenGLHostDisplay::CreateGLContext(bool debug_device)
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{
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// Prefer a desktop OpenGL context where possible. If we can't get this, try OpenGL ES.
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static constexpr std::array<std::tuple<int, int>, 11> desktop_versions_to_try = {
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{{4, 6}, {4, 5}, {4, 4}, {4, 3}, {4, 2}, {4, 1}, {4, 0}, {3, 3}, {3, 2}, {3, 1}, {3, 0}}};
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static constexpr std::array<std::tuple<int, int>, 4> es_versions_to_try = {{{3, 2}, {3, 1}, {3, 0}}};
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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if (debug_device)
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
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for (const auto [major, minor] : desktop_versions_to_try)
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{
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
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Log_InfoPrintf("Trying a Desktop OpenGL %d.%d context", major, minor);
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m_gl_context = SDL_GL_CreateContext(m_window);
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if (m_gl_context)
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{
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Log_InfoPrintf("Got a desktop OpenGL %d.%d context", major, minor);
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break;
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}
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}
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if (!m_gl_context)
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{
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// try es
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
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for (const auto [major, minor] : es_versions_to_try)
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{
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
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Log_InfoPrintf("Trying a OpenGL ES %d.%d context", major, minor);
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m_gl_context = SDL_GL_CreateContext(m_window);
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if (m_gl_context)
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{
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Log_InfoPrintf("Got a OpenGL ES %d.%d context", major, minor);
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m_is_gles = true;
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break;
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}
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}
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}
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if (!m_gl_context || SDL_GL_MakeCurrent(m_window, m_gl_context) != 0)
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{
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Log_ErrorPrintf("Failed to create any GL context");
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return false;
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}
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// Load GLAD.
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const auto load_result =
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m_is_gles ? gladLoadGLES2Loader(SDL_GL_GetProcAddress) : gladLoadGLLoader(SDL_GL_GetProcAddress);
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if (!load_result)
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{
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Log_ErrorPrintf("Failed to load GL functions");
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return false;
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}
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if (debug_device && GLAD_GL_KHR_debug)
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{
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glad_glDebugMessageCallbackKHR(GLDebugCallback, nullptr);
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glEnable(GL_DEBUG_OUTPUT);
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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}
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// this can change due to retina scaling on macos?
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SDL_GL_GetDrawableSize(m_window, &m_window_width, &m_window_height);
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// start with vsync on
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SDL_GL_SetSwapInterval(1);
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return true;
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}
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bool OpenGLHostDisplay::CreateImGuiContext()
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{
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ImGui::GetIO().DisplaySize.x = static_cast<float>(m_window_width);
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ImGui::GetIO().DisplaySize.y = static_cast<float>(m_window_height);
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if (!ImGui_ImplSDL2_InitForOpenGL(m_window, m_gl_context) || !ImGui_ImplOpenGL3_Init(GetGLSLVersionString()))
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return false;
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplSDL2_NewFrame(m_window);
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return true;
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}
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bool OpenGLHostDisplay::CreateGLResources()
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{
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static constexpr char fullscreen_quad_vertex_shader[] = R"(
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uniform vec4 u_src_rect;
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out vec2 v_tex0;
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void main()
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{
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vec2 pos = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
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v_tex0 = u_src_rect.xy + pos * u_src_rect.zw;
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gl_Position = vec4(pos * vec2(2.0f, -2.0f) + vec2(-1.0f, 1.0f), 0.0f, 1.0f);
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}
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)";
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static constexpr char display_fragment_shader[] = R"(
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uniform sampler2D samp0;
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in vec2 v_tex0;
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out vec4 o_col0;
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void main()
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{
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o_col0 = texture(samp0, v_tex0);
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}
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)";
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if (!m_display_program.Compile(GetGLSLVersionHeader() + fullscreen_quad_vertex_shader,
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GetGLSLVersionHeader() + display_fragment_shader))
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{
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Log_ErrorPrintf("Failed to compile display shaders");
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return false;
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}
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if (!m_is_gles)
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m_display_program.BindFragData(0, "o_col0");
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if (!m_display_program.Link())
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{
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Log_ErrorPrintf("Failed to link display program");
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return false;
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}
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m_display_program.Bind();
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m_display_program.RegisterUniform("u_src_rect");
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m_display_program.RegisterUniform("samp0");
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m_display_program.Uniform1i(1, 0);
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glGenVertexArrays(1, &m_display_vao);
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// samplers
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glGenSamplers(1, &m_display_nearest_sampler);
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glSamplerParameteri(m_display_nearest_sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glSamplerParameteri(m_display_nearest_sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glGenSamplers(1, &m_display_linear_sampler);
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glSamplerParameteri(m_display_linear_sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glSamplerParameteri(m_display_linear_sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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return true;
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}
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std::unique_ptr<HostDisplay> OpenGLHostDisplay::Create(SDL_Window* window, bool debug_device)
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{
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std::unique_ptr<OpenGLHostDisplay> display = std::make_unique<OpenGLHostDisplay>(window);
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if (!display->CreateGLContext(debug_device) || !display->CreateImGuiContext() || !display->CreateGLResources())
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return nullptr;
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return display;
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}
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void OpenGLHostDisplay::Render()
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{
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glDisable(GL_SCISSOR_TEST);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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RenderDisplay();
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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SDL_GL_SwapWindow(m_window);
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ImGui::NewFrame();
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ImGui_ImplSDL2_NewFrame(m_window);
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ImGui_ImplOpenGL3_NewFrame();
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GL::Program::ResetLastProgram();
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}
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void OpenGLHostDisplay::RenderDisplay()
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{
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if (!m_display_texture_handle)
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return;
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const auto [vp_left, vp_top, vp_width, vp_height] = CalculateDrawRect();
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glViewport(vp_left, m_window_height - vp_top - vp_height, vp_width, vp_height);
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glDisable(GL_BLEND);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_SCISSOR_TEST);
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glDepthMask(GL_FALSE);
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m_display_program.Bind();
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m_display_program.Uniform4f(
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0, (static_cast<float>(m_display_texture_view_x) + 0.25f) / static_cast<float>(m_display_texture_width),
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(static_cast<float>(m_display_texture_view_y) - 0.25f) / static_cast<float>(m_display_texture_height),
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(static_cast<float>(m_display_texture_view_width) - 0.5f) / static_cast<float>(m_display_texture_width),
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(static_cast<float>(m_display_texture_view_height) + 0.5f) / static_cast<float>(m_display_texture_height));
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glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(reinterpret_cast<uintptr_t>(m_display_texture_handle)));
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glBindSampler(0, m_display_linear_filtering ? m_display_linear_sampler : m_display_nearest_sampler);
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glBindVertexArray(m_display_vao);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindSampler(0, 0);
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}
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