Feature: [SDL2] OpenGL support

This commit is contained in:
Patric Stout 2021-01-17 15:46:38 +01:00 committed by Michael Lutz
parent a77b202767
commit a303940372
3 changed files with 222 additions and 0 deletions

View File

@ -25,6 +25,12 @@ if(NOT OPTION_DEDICATED)
CONDITION SDL2_FOUND
)
add_files(
sdl2_opengl_v.cpp
sdl2_opengl_v.h
CONDITION SDL2_FOUND AND OPENGL_FOUND
)
add_files(
win32_v.cpp
win32_v.h

164
src/video/sdl2_opengl_v.cpp Normal file
View File

@ -0,0 +1,164 @@
/*
* This file is part of OpenTTD.
* OpenTTD 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, version 2.
* OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file sdl2_opengl_v.cpp Implementation of the OpenGL backend for SDL2 video driver. */
/* XXX -- Temporary hack for Windows compile */
#define WINGDIAPI
#define APIENTRY
#include "../stdafx.h"
#include "../openttd.h"
#include "../gfx_func.h"
#include "../rev.h"
#include "../blitter/factory.hpp"
#include "../network/network.h"
#include "../thread.h"
#include "../progress.h"
#include "../core/random_func.hpp"
#include "../core/math_func.hpp"
#include "../core/mem_func.hpp"
#include "../core/geometry_func.hpp"
#include "../fileio_func.h"
#include "../framerate_type.h"
#include "../window_func.h"
#include "sdl2_opengl_v.h"
#include <SDL.h>
#include <mutex>
#include <condition_variable>
#include <GL/gl.h>
#include "../3rdparty/opengl/glext.h"
#include "opengl.h"
#ifdef __EMSCRIPTEN__
# include <emscripten.h>
# include <emscripten/html5.h>
#endif
#include "../safeguards.h"
static FVideoDriver_SDL_OpenGL iFVideoDriver_SDL_OpenGL;
/** Platform-specific callback to get an OpenGL funtion pointer. */
static OGLProc GetOGLProcAddressCallback(const char *proc)
{
return reinterpret_cast<OGLProc>(SDL_GL_GetProcAddress(proc));
}
bool VideoDriver_SDL_OpenGL::CreateMainWindow(uint w, uint h, uint flags)
{
return this->VideoDriver_SDL::CreateMainWindow(w, h, SDL_WINDOW_OPENGL);
}
const char *VideoDriver_SDL_OpenGL::Start(const StringList &param)
{
const char *error = VideoDriver_SDL::Start(param);
if (error != nullptr) return error;
error = this->AllocateContext();
if (error != nullptr) {
this->Stop();
return error;
}
/* Now we have a OpenGL context, force a client-size-changed event,
* so all buffers are allocated correctly. */
int w, h;
SDL_GetWindowSize(this->sdl_window, &w, &h);
this->ClientSizeChanged(w, h, true);
SDL_GL_SetSwapInterval(GetDriverParamBool(param, "vsync") ? 1 : 0);
this->draw_threaded = false;
return nullptr;
}
void VideoDriver_SDL_OpenGL::Stop()
{
this->DestroyContext();
this->VideoDriver_SDL::Stop();
}
void VideoDriver_SDL_OpenGL::DestroyContext()
{
OpenGLBackend::Destroy();
if (this->gl_context != nullptr) {
SDL_GL_DeleteContext(this->gl_context);
this->gl_context = nullptr;
}
}
const char *VideoDriver_SDL_OpenGL::AllocateContext()
{
this->gl_context = SDL_GL_CreateContext(this->sdl_window);
if (this->gl_context == nullptr) return "SDL2: Can't active GL context";
return OpenGLBackend::Create(&GetOGLProcAddressCallback);
}
void VideoDriver_SDL_OpenGL::ClearSystemSprites()
{
OpenGLBackend::Get()->ClearCursorCache();
}
bool VideoDriver_SDL_OpenGL::AllocateBackingStore(int w, int h, bool force)
{
if (this->gl_context == nullptr) return false;
if (_screen.dst_ptr != nullptr) this->ReleaseVideoPointer();
w = std::max(w, 64);
h = std::max(h, 64);
MemSetT(&this->dirty_rect, 0);
bool res = OpenGLBackend::Get()->Resize(w, h, force);
_screen.dst_ptr = this->GetVideoPointer();
_cur_palette.first_dirty = 0;
_cur_palette.count_dirty = 256;
this->local_palette = _cur_palette;
return res;
}
void *VideoDriver_SDL_OpenGL::GetVideoPointer()
{
if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
this->anim_buffer = OpenGLBackend::Get()->GetAnimBuffer();
}
return OpenGLBackend::Get()->GetVideoBuffer();
}
void VideoDriver_SDL_OpenGL::ReleaseVideoPointer()
{
if (this->anim_buffer != nullptr) OpenGLBackend::Get()->ReleaseAnimBuffer(this->dirty_rect);
OpenGLBackend::Get()->ReleaseVideoBuffer(this->dirty_rect);
MemSetT(&this->dirty_rect, 0);
this->anim_buffer = nullptr;
}
void VideoDriver_SDL_OpenGL::Paint()
{
PerformanceMeasurer framerate(PFE_VIDEO);
if (_cur_palette.count_dirty != 0) {
Blitter *blitter = BlitterFactory::GetCurrentBlitter();
/* Always push a changed palette to OpenGL. */
OpenGLBackend::Get()->UpdatePalette(this->local_palette.palette, this->local_palette.first_dirty, this->local_palette.count_dirty);
if (blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_BLITTER) {
blitter->PaletteAnimate(this->local_palette);
}
_cur_palette.count_dirty = 0;
}
OpenGLBackend::Get()->Paint();
if (_cursor.in_window) OpenGLBackend::Get()->DrawMouseCursor();
SDL_GL_SwapWindow(this->sdl_window);
}

52
src/video/sdl2_opengl_v.h Normal file
View File

@ -0,0 +1,52 @@
/*
* This file is part of OpenTTD.
* OpenTTD 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, version 2.
* OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file sdl2_opengl_v.h OpenGL backend of the SDL2 video driver. */
#include "sdl2_v.h"
/** The OpenGL video driver for windows. */
class VideoDriver_SDL_OpenGL : public VideoDriver_SDL {
public:
VideoDriver_SDL_OpenGL() : gl_context(nullptr), anim_buffer(nullptr) {}
const char *Start(const StringList &param) override;
void Stop() override;
bool HasEfficient8Bpp() const override { return true; }
bool UseSystemCursor() override { return true; }
void ClearSystemSprites() override;
bool HasAnimBuffer() override { return true; }
uint8 *GetAnimBuffer() override { return this->anim_buffer; }
const char *GetName() const override { return "sdl-opengl"; }
protected:
bool AllocateBackingStore(int w, int h, bool force = false) override;
void *GetVideoPointer() override;
void ReleaseVideoPointer() override;
void Paint() override;
bool CreateMainWindow(uint w, uint h, uint flags) override;
private:
void *gl_context; ///< OpenGL context.
uint8 *anim_buffer; ///< Animation buffer from OpenGL back-end.
const char *AllocateContext();
void DestroyContext();
};
/** The factory for SDL' OpenGL video driver. */
class FVideoDriver_SDL_OpenGL : public DriverFactoryBase {
public:
FVideoDriver_SDL_OpenGL() : DriverFactoryBase(Driver::DT_VIDEO, 8, "sdl-opengl", "SDL OpenGL Video Driver") {}
/* virtual */ Driver *CreateInstance() const override { return new VideoDriver_SDL_OpenGL(); }
};