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473 lines
14 KiB
C++
473 lines
14 KiB
C++
#include "opengldisplaywindow.h"
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#include "common/assert.h"
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#include "common/log.h"
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#include "imgui.h"
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#include "qthostinterface.h"
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#include <QtGui/QKeyEvent>
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#include <array>
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#include <imgui_impl_opengl3.h>
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#include <tuple>
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Log_SetChannel(OpenGLDisplayWindow);
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static thread_local QOpenGLContext* s_thread_gl_context;
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static void* GetProcAddressCallback(const char* name)
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{
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QOpenGLContext* ctx = s_thread_gl_context;
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if (!ctx)
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return nullptr;
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return (void*)ctx->getProcAddress(name);
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}
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#ifdef WIN32
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#include "common/windows_headers.h"
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#endif
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/// Changes the swap interval on a window. Since Qt doesn't expose this functionality, we need to change it manually
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/// ourselves it by calling system-specific functions. Assumes the context is current.
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static void SetSwapInterval(QWindow* window, QOpenGLContext* context, int interval)
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{
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static QOpenGLContext* last_context = nullptr;
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#ifdef WIN32
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static void(WINAPI * wgl_swap_interval_ext)(int) = nullptr;
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if (last_context != context)
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{
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wgl_swap_interval_ext = nullptr;
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last_context = context;
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HMODULE gl_module = GetModuleHandleA("opengl32.dll");
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if (!gl_module)
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return;
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const auto wgl_get_proc_address =
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reinterpret_cast<PROC(WINAPI*)(LPCSTR)>(GetProcAddress(gl_module, "wglGetProcAddress"));
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if (!wgl_get_proc_address)
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return;
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wgl_swap_interval_ext =
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reinterpret_cast<decltype(wgl_swap_interval_ext)>(wgl_get_proc_address("wglSwapIntervalEXT"));
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}
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if (wgl_swap_interval_ext)
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wgl_swap_interval_ext(interval);
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#endif
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}
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class OpenGLHostDisplayTexture : public HostDisplayTexture
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{
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public:
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OpenGLHostDisplayTexture(GLuint id, u32 width, u32 height) : m_id(id), m_width(width), m_height(height) {}
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~OpenGLHostDisplayTexture() 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<OpenGLHostDisplayTexture> 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<OpenGLHostDisplayTexture>(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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OpenGLDisplayWindow::OpenGLDisplayWindow(QtHostInterface* host_interface, QWindow* parent)
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: QtDisplayWindow(host_interface, parent)
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{
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setSurfaceType(QWindow::OpenGLSurface);
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}
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OpenGLDisplayWindow::~OpenGLDisplayWindow() = default;
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HostDisplay* OpenGLDisplayWindow::getHostDisplayInterface()
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{
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return this;
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}
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HostDisplay::RenderAPI OpenGLDisplayWindow::GetRenderAPI() const
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{
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return HostDisplay::RenderAPI::OpenGL;
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}
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void* OpenGLDisplayWindow::GetRenderDevice() const
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{
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return nullptr;
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}
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void* OpenGLDisplayWindow::GetRenderContext() const
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{
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return m_gl_context.get();
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}
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void* OpenGLDisplayWindow::GetRenderWindow() const
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{
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return const_cast<QWindow*>(static_cast<const QWindow*>(this));
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}
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void OpenGLDisplayWindow::ChangeRenderWindow(void* new_window)
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{
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Panic("Not implemented");
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}
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std::unique_ptr<HostDisplayTexture> OpenGLDisplayWindow::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 OpenGLHostDisplayTexture::Create(width, height, data, data_stride);
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}
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void OpenGLDisplayWindow::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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OpenGLHostDisplayTexture* tex = static_cast<OpenGLHostDisplayTexture*>(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 OpenGLDisplayWindow::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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SetSwapInterval(this, m_gl_context.get(), enabled ? 1 : 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, current_fbo);
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}
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std::tuple<u32, u32> OpenGLDisplayWindow::GetWindowSize() const
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{
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return std::make_tuple(static_cast<u32>(m_window_width), static_cast<u32>(m_window_height));
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}
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void OpenGLDisplayWindow::WindowResized() {}
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const char* OpenGLDisplayWindow::GetGLSLVersionString() const
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{
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return m_is_gles ? "#version 300 es" : "#version 130\n";
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}
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std::string OpenGLDisplayWindow::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 OpenGLDisplayWindow::createDeviceContext(QThread* worker_thread, bool debug_device)
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{
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m_gl_context = std::make_unique<QOpenGLContext>();
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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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QSurfaceFormat surface_format = requestedFormat();
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surface_format.setSwapBehavior(QSurfaceFormat::DoubleBuffer);
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surface_format.setSwapInterval(0);
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surface_format.setRenderableType(QSurfaceFormat::OpenGL);
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surface_format.setProfile(QSurfaceFormat::CoreProfile);
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if (debug_device)
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surface_format.setOption(QSurfaceFormat::DebugContext);
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for (const auto [major, minor] : desktop_versions_to_try)
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{
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surface_format.setVersion(major, minor);
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m_gl_context->setFormat(surface_format);
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if (m_gl_context->create())
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break;
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}
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if (!m_gl_context->isValid())
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{
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// try forcing ES
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surface_format.setRenderableType(QSurfaceFormat::OpenGLES);
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surface_format.setProfile(QSurfaceFormat::NoProfile);
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if (debug_device)
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surface_format.setOption(QSurfaceFormat::DebugContext, false);
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for (const auto [major, minor] : es_versions_to_try)
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{
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surface_format.setVersion(major, minor);
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m_gl_context->setFormat(surface_format);
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if (m_gl_context->create())
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break;
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}
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}
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if (!m_gl_context->isValid())
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{
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Log_ErrorPrintf("Failed to create any GL context");
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m_gl_context.reset();
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return false;
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}
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surface_format = m_gl_context->format();
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m_is_gles = m_gl_context->isOpenGLES();
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Log_InfoPrintf("Got a %s %d.%d context", (m_is_gles ? "OpenGL ES" : "desktop OpenGL"), surface_format.majorVersion(),
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surface_format.minorVersion());
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if (!m_gl_context->makeCurrent(this))
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{
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Log_ErrorPrintf("Failed to make GL context current on UI thread");
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m_gl_context.reset();
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return false;
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}
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if (!QtDisplayWindow::createDeviceContext(worker_thread, debug_device))
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{
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m_gl_context->doneCurrent();
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m_gl_context.reset();
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return false;
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}
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m_gl_context->doneCurrent();
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m_gl_context->moveToThread(worker_thread);
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return true;
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}
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bool OpenGLDisplayWindow::initializeDeviceContext(bool debug_device)
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{
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if (!m_gl_context->makeCurrent(this))
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return false;
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s_thread_gl_context = m_gl_context.get();
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// Load GLAD.
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const auto load_result =
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m_is_gles ? gladLoadGLES2Loader(GetProcAddressCallback) : gladLoadGLLoader(GetProcAddressCallback);
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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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s_thread_gl_context = nullptr;
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m_gl_context->doneCurrent();
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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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if (!QtDisplayWindow::initializeDeviceContext(debug_device))
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{
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s_thread_gl_context = nullptr;
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m_gl_context->doneCurrent();
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return false;
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}
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return true;
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}
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void OpenGLDisplayWindow::destroyDeviceContext()
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{
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Assert(m_gl_context && s_thread_gl_context == m_gl_context.get());
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QtDisplayWindow::destroyDeviceContext();
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s_thread_gl_context = nullptr;
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m_gl_context->doneCurrent();
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m_gl_context.reset();
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}
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bool OpenGLDisplayWindow::createImGuiContext()
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{
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if (!QtDisplayWindow::createImGuiContext())
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return false;
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if (!ImGui_ImplOpenGL3_Init(GetGLSLVersionString()))
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return false;
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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return true;
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}
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void OpenGLDisplayWindow::destroyImGuiContext()
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{
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ImGui_ImplOpenGL3_Shutdown();
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QtDisplayWindow::destroyImGuiContext();
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}
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bool OpenGLDisplayWindow::createDeviceResources()
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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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void OpenGLDisplayWindow::destroyDeviceResources()
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{
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QtDisplayWindow::destroyDeviceResources();
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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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}
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void OpenGLDisplayWindow::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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m_gl_context->makeCurrent(this);
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m_gl_context->swapBuffers(this);
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ImGui::NewFrame();
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ImGui_ImplOpenGL3_NewFrame();
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GL::Program::ResetLastProgram();
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}
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void OpenGLDisplayWindow::renderDisplay()
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{
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if (!m_display_texture_handle)
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return;
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// - 20 for main menu padding
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const auto [vp_left, vp_top, vp_width, vp_height] =
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CalculateDrawRect(m_window_width, std::max(m_window_height - m_display_top_margin, 1), m_display_aspect_ratio);
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glViewport(vp_left, m_window_height - (m_display_top_margin + 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(0, static_cast<float>(m_display_offset_x) / static_cast<float>(m_display_texture_width),
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static_cast<float>(m_display_offset_y) / static_cast<float>(m_display_texture_height),
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static_cast<float>(m_display_width) / static_cast<float>(m_display_texture_width),
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static_cast<float>(m_display_height) / 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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