mirror of https://github.com/OpenTTD/OpenTTD.git
Codechange: [OpenGL] Use a pixel buffer object to store the video buffer.
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5af0cfd902
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a990c497b5
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@ -264,9 +264,9 @@ OpenGLBackend::~OpenGLBackend()
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if (_glDeleteVertexArrays != nullptr) _glDeleteVertexArrays(1, &this->vao_quad);
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if (_glDeleteBuffers != nullptr) {
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_glDeleteBuffers(1, &this->vbo_quad);
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_glDeleteBuffers(1, &this->vid_pbo);
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}
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glDeleteTextures(1, &this->vid_texture);
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free(this->vid_buffer);
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}
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/**
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@ -297,6 +297,8 @@ const char *OpenGLBackend::Init()
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/* Check for vertex buffer objects. */
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if (!IsOpenGLVersionAtLeast(1, 5) && !IsOpenGLExtensionSupported("ARB_vertex_buffer_object")) return "Vertex buffer objects not supported";
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if (!BindVBOExtension()) return "Failed to bind VBO extension functions";
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/* Check for pixel buffer objects. */
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if (!IsOpenGLVersionAtLeast(2, 1) && !IsOpenGLExtensionSupported("GL_ARB_pixel_buffer_object")) return "Pixel buffer objects not supported";
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/* Check for vertex array objects. */
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if (!IsOpenGLVersionAtLeast(3, 0) && (!IsOpenGLExtensionSupported("GL_ARB_vertex_array_object") || !IsOpenGLExtensionSupported("GL_APPLE_vertex_array_object"))) return "Vertex array objects not supported";
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if (!BindVBAExtension()) return "Failed to bind VBA extension functions";
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@ -312,6 +314,11 @@ const char *OpenGLBackend::Init()
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glBindTexture(GL_TEXTURE_2D, 0);
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if (glGetError() != GL_NO_ERROR) return "Can't generate video buffer texture";
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/* Create pixel buffer object as video buffer storage. */
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_glGenBuffers(1, &this->vid_pbo);
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_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
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if (glGetError() != GL_NO_ERROR) return "Can't allocate pixel buffer for video buffer";
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/* Prime vertex buffer with a full-screen quad and store
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* the corresponding state in a vertex array object. */
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static const Simple2DVertex vert_array[] = {
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@ -355,13 +362,14 @@ const char *OpenGLBackend::Init()
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*/
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bool OpenGLBackend::Resize(int w, int h, bool force)
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{
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if (!force && _screen.width == w && _screen.height == h && this->vid_buffer != nullptr) return false;
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if (!force && _screen.width == w && _screen.height == h) return false;
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glViewport(0, 0, w, h);
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/* Re-allocate video buffer texture. */
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free(this->vid_buffer);
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this->vid_buffer = CallocT<uint32>(w * h); // 32bpp
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/* Re-allocate video buffer texture and backing store. */
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_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
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_glBufferData(GL_PIXEL_UNPACK_BUFFER, w * h * 4, nullptr, GL_DYNAMIC_READ); // Buffer content has to persist from frame to frame and is read back by the blitter, which means a READ usage hint.
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_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, this->vid_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
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@ -371,30 +379,50 @@ bool OpenGLBackend::Resize(int w, int h, bool force)
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_screen.height = h;
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_screen.width = w;
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_screen.pitch = w;
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_screen.dst_ptr = this->GetVideoBuffer();
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_screen.dst_ptr = nullptr;
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return true;
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}
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/**
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* Render video buffer to the screen.
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* @param update_rect Rectangle encompassing the dirty region of the video buffer.
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*/
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void OpenGLBackend::Paint(Rect update_rect)
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void OpenGLBackend::Paint()
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{
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assert(this->vid_buffer != nullptr);
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glClear(GL_COLOR_BUFFER_BIT);
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/* Update changed rect of the video buffer texture. */
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glBindTexture(GL_TEXTURE_2D, this->vid_texture);
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if (!IsEmptyRect(update_rect)) {
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glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
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glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, (uint32 *)this->vid_buffer + update_rect.top * _screen.pitch + update_rect.left);
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}
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/* Blit video buffer to screen. */
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glBindTexture(GL_TEXTURE_2D, this->vid_texture);
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_glBindVertexArray(this->vao_quad);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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/**
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* Get a pointer to the memory for the video driver to draw to.
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* @return Pointer to draw on.
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*/
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void *OpenGLBackend::GetVideoBuffer()
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{
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_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
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return _glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
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}
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/**
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* Update video buffer texture after the video buffer was filled.
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* @param update_rect Rectangle encompassing the dirty region of the video buffer.
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*/
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void OpenGLBackend::ReleaseVideoBuffer(const Rect &update_rect)
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{
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assert(this->vid_pbo != 0);
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_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
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_glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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/* Update changed rect of the video buffer texture. */
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if (!IsEmptyRect(update_rect)) {
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glBindTexture(GL_TEXTURE_2D, this->vid_texture);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
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glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, (GLvoid *)(size_t)(update_rect.top * _screen.pitch * 4 + update_rect.left * 4));
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}
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}
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@ -25,7 +25,7 @@ class OpenGLBackend : public ZeroedMemoryAllocator {
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private:
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static OpenGLBackend *instance; ///< Singleton instance pointer.
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void *vid_buffer; ///< Pointer to the memory used for the video driver to draw to.
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GLuint vid_pbo; ///< Pixel buffer object storing the memory used for the video driver to draw to.
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GLuint vid_texture; ///< Texture handle for the video buffer texture.
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GLuint vao_quad; ///< Vertex array object storing the rendering state for the fullscreen quad.
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GLuint vbo_quad; ///< Vertex buffer with a fullscreen quad.
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@ -45,13 +45,10 @@ public:
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static void Destroy();
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bool Resize(int w, int h, bool force = false);
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void Paint(Rect update_rect);
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void Paint();
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/**
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* Get a pointer to the memory for the video driver to draw to.
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* @return Pointer to draw on.
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*/
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void *GetVideoBuffer() { return this->vid_buffer; }
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void *GetVideoBuffer();
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void ReleaseVideoBuffer(const Rect &update_rect);
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};
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#endif /* VIDEO_OPENGL_H */
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@ -984,10 +984,10 @@ void VideoDriver_Win32Base::MainLoop()
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}
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}
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void VideoDriver_Win32Base::ClientSizeChanged(int w, int h)
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void VideoDriver_Win32Base::ClientSizeChanged(int w, int h, bool force)
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{
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/* Allocate backing store of the new size. */
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if (this->AllocateBackingStore(w, h)) {
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if (this->AllocateBackingStore(w, h, force)) {
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/* Mark all palette colours dirty. */
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_cur_palette.first_dirty = 0;
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_cur_palette.count_dirty = 256;
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@ -1093,12 +1093,20 @@ bool VideoDriver_Win32Base::LockVideoBuffer()
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if (this->draw_threaded) this->draw_lock.lock();
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_screen.dst_ptr = this->GetVideoPointer();
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assert(_screen.dst_ptr != nullptr);
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return true;
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}
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void VideoDriver_Win32Base::UnlockVideoBuffer()
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{
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assert(_screen.dst_ptr != nullptr);
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if (_screen.dst_ptr != nullptr) {
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/* Hand video buffer back to the drawing backend. */
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this->ReleaseVideoPointer();
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_screen.dst_ptr = nullptr;
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}
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if (this->draw_threaded) this->draw_lock.unlock();
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this->buffer_locked = false;
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}
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@ -1239,9 +1247,16 @@ void VideoDriver_Win32GDI::Paint()
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this->UpdatePalette(dc2, _local_palette.first_dirty, _local_palette.count_dirty);
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break;
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case Blitter::PALETTE_ANIMATION_BLITTER:
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case Blitter::PALETTE_ANIMATION_BLITTER: {
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bool need_buf = _screen.dst_ptr == nullptr;
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if (need_buf) _screen.dst_ptr = this->GetVideoPointer();
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blitter->PaletteAnimate(_local_palette);
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if (need_buf) {
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this->ReleaseVideoPointer();
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_screen.dst_ptr = nullptr;
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}
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break;
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}
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case Blitter::PALETTE_ANIMATION_NONE:
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break;
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@ -1336,7 +1351,7 @@ const char *VideoDriver_Win32OpenGL::Start(const StringList ¶m)
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return err;
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}
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this->ClientSizeChanged(this->width, this->height);
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this->ClientSizeChanged(this->width, this->height, true);
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this->draw_threaded = false;
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MarkWholeScreenDirty();
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@ -1403,17 +1418,18 @@ const char *VideoDriver_Win32OpenGL::AllocateContext()
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bool VideoDriver_Win32OpenGL::ToggleFullscreen(bool full_screen)
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{
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if (_screen.dst_ptr != nullptr) this->ReleaseVideoPointer();
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this->DestroyContext();
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bool res = this->VideoDriver_Win32Base::ToggleFullscreen(full_screen);
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res &= this->AllocateContext() == nullptr;
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this->ClientSizeChanged(this->width, this->height);
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this->ClientSizeChanged(this->width, this->height, true);
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return res;
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}
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bool VideoDriver_Win32OpenGL::AfterBlitterChange()
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{
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assert(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() != 0);
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this->ClientSizeChanged(this->width, this->height);
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this->ClientSizeChanged(this->width, this->height, true);
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return true;
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}
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@ -1426,8 +1442,13 @@ bool VideoDriver_Win32OpenGL::AllocateBackingStore(int w, int h, bool force)
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if (this->gl_rc == nullptr) return false;
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if (_screen.dst_ptr != nullptr) this->ReleaseVideoPointer();
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this->dirty_rect = {};
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return OpenGLBackend::Get()->Resize(w, h, force);
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bool res = OpenGLBackend::Get()->Resize(w, h, force);
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_screen.dst_ptr = this->GetVideoPointer();
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return res;
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}
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void *VideoDriver_Win32OpenGL::GetVideoPointer()
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@ -1435,6 +1456,13 @@ void *VideoDriver_Win32OpenGL::GetVideoPointer()
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return OpenGLBackend::Get()->GetVideoBuffer();
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}
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void VideoDriver_Win32OpenGL::ReleaseVideoPointer()
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{
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OpenGLBackend::Get()->ReleaseVideoBuffer(this->dirty_rect);
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this->dirty_rect = {};
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_screen.dst_ptr = nullptr;
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}
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void VideoDriver_Win32OpenGL::Paint()
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{
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PerformanceMeasurer framerate(PFE_VIDEO);
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@ -1459,10 +1487,8 @@ void VideoDriver_Win32OpenGL::Paint()
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_cur_palette.count_dirty = 0;
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}
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OpenGLBackend::Get()->Paint(this->dirty_rect);
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OpenGLBackend::Get()->Paint();
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SwapBuffers(this->dc);
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this->dirty_rect = {};
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}
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#endif /* WITH_OPENGL */
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@ -63,7 +63,7 @@ protected:
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void Initialize();
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bool MakeWindow(bool full_screen);
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void ClientSizeChanged(int w, int h);
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void ClientSizeChanged(int w, int h, bool force = false);
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/** Get screen depth to use for fullscreen mode. */
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virtual uint8 GetFullscreenBpp();
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@ -71,6 +71,8 @@ protected:
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virtual bool AllocateBackingStore(int w, int h, bool force = false) = 0;
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/** Get a pointer to the video buffer. */
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virtual void *GetVideoPointer() = 0;
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/** Hand video buffer back to the painting backend. */
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virtual void ReleaseVideoPointer() {}
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/** Palette of the window has changed. */
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virtual void PaletteChanged(HWND hWnd) = 0;
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@ -149,6 +151,7 @@ protected:
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bool AllocateBackingStore(int w, int h, bool force = false) override;
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void *GetVideoPointer() override;
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void ReleaseVideoPointer() override;
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void PaletteChanged(HWND hWnd) override {}
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const char *AllocateContext();
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