/* * 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 . */ /** @file opengl_v.cpp OpenGL video driver support. */ #include "../stdafx.h" /* Define to disable buffer syncing. Will increase max fast forward FPS but produces artifacts. Mainly useful for performance testing. */ // #define NO_GL_BUFFER_SYNC /* Define to allow software rendering backends. */ // #define GL_ALLOW_SOFTWARE_RENDERER #if defined(_WIN32) # include #endif #define GL_GLEXT_PROTOTYPES #if defined(__APPLE__) # define GL_SILENCE_DEPRECATION # include #else # include #endif #include "../3rdparty/opengl/glext.h" #include "opengl.h" #include "../core/geometry_func.hpp" #include "../core/mem_func.hpp" #include "../core/math_func.hpp" #include "../core/mem_func.hpp" #include "../gfx_func.h" #include "../debug.h" #include "../blitter/factory.hpp" #include "../zoom_func.h" #include #include "../table/opengl_shader.h" #include "../table/sprites.h" #include "../safeguards.h" /* Define function pointers of all OpenGL functions that we load dynamically. */ #define GL(function) static decltype(&function) _ ## function GL(glGetString); GL(glGetIntegerv); GL(glGetError); GL(glDebugMessageControl); GL(glDebugMessageCallback); GL(glDisable); GL(glEnable); GL(glViewport); GL(glClear); GL(glClearColor); GL(glBlendFunc); GL(glDrawArrays); GL(glTexImage1D); GL(glTexImage2D); GL(glTexParameteri); GL(glTexSubImage1D); GL(glTexSubImage2D); GL(glBindTexture); GL(glDeleteTextures); GL(glGenTextures); GL(glPixelStorei); GL(glActiveTexture); GL(glGenBuffers); GL(glDeleteBuffers); GL(glBindBuffer); GL(glBufferData); GL(glBufferSubData); GL(glMapBuffer); GL(glUnmapBuffer); GL(glClearBufferSubData); GL(glBufferStorage); GL(glMapBufferRange); GL(glClientWaitSync); GL(glFenceSync); GL(glDeleteSync); GL(glGenVertexArrays); GL(glDeleteVertexArrays); GL(glBindVertexArray); GL(glCreateProgram); GL(glDeleteProgram); GL(glLinkProgram); GL(glUseProgram); GL(glGetProgramiv); GL(glGetProgramInfoLog); GL(glCreateShader); GL(glDeleteShader); GL(glShaderSource); GL(glCompileShader); GL(glAttachShader); GL(glGetShaderiv); GL(glGetShaderInfoLog); GL(glGetUniformLocation); GL(glUniform1i); GL(glUniform1f); GL(glUniform2f); GL(glUniform4f); GL(glGetAttribLocation); GL(glEnableVertexAttribArray); GL(glDisableVertexAttribArray); GL(glVertexAttribPointer); GL(glBindFragDataLocation); #undef GL /** A simple 2D vertex with just position and texture. */ struct Simple2DVertex { float x, y; float u, v; }; /** Maximum number of cursor sprites to cache. */ static const int MAX_CACHED_CURSORS = 48; /* static */ OpenGLBackend *OpenGLBackend::instance = nullptr; GetOGLProcAddressProc GetOGLProcAddress; /** * Find a substring in a string made of space delimited elements. The substring * has to match the complete element, partial matches don't count. * @param string List of space delimited elements. * @param substring Substring to find. * @return Pointer to the start of the match or nullptr if the substring is not present. */ const char *FindStringInExtensionList(const char *string, const char *substring) { while (true) { /* Is the extension string present at all? */ const char *pos = strstr(string, substring); if (pos == nullptr) break; /* Is this a real match, i.e. are the chars before and after the matched string * indeed spaces (or the start or end of the string, respectively)? */ const char *end = pos + strlen(substring); if ((pos == string || pos[-1] == ' ') && (*end == ' ' || *end == '\0')) return pos; /* False hit, try again for the remaining string. */ string = end; } return nullptr; } /** * Check if an OpenGL extension is supported by the current context. * @param extension The extension string to test. * @return True if the extension is supported, false if not. */ static bool IsOpenGLExtensionSupported(const char *extension) { static PFNGLGETSTRINGIPROC glGetStringi = nullptr; static bool glGetStringi_loaded = false; /* Starting with OpenGL 3.0 the preferred API to get the extensions * has changed. Try to load the required function once. */ if (!glGetStringi_loaded) { if (IsOpenGLVersionAtLeast(3, 0)) glGetStringi = (PFNGLGETSTRINGIPROC)GetOGLProcAddress("glGetStringi"); glGetStringi_loaded = true; } if (glGetStringi != nullptr) { /* New style: Each supported extension can be queried and compared independently. */ GLint num_exts; _glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts); for (GLint i = 0; i < num_exts; i++) { const char *entry = (const char *)glGetStringi(GL_EXTENSIONS, i); if (strcmp(entry, extension) == 0) return true; } } else { /* Old style: A single, space-delimited string for all extensions. */ return FindStringInExtensionList((const char *)_glGetString(GL_EXTENSIONS), extension) != nullptr; } return false; } static byte _gl_major_ver = 0; ///< Major OpenGL version. static byte _gl_minor_ver = 0; ///< Minor OpenGL version. /** * Check if the current OpenGL version is equal or higher than a given one. * @param major Minimal major version. * @param minor Minimal minor version. * @pre OpenGL was initialized. * @return True if the OpenGL version is equal or higher than the requested one. */ bool IsOpenGLVersionAtLeast(byte major, byte minor) { return (_gl_major_ver > major) || (_gl_major_ver == major && _gl_minor_ver >= minor); } /** * Try loading an OpenGL function. * @tparam F Type of the function pointer. * @param f Reference where to store the function pointer in. * @param name Name of the function. * @return True if the function could be bound. */ template static bool BindGLProc(F &f, const char *name) { f = reinterpret_cast(GetOGLProcAddress(name)); return f != nullptr; } /** Bind basic information functions. */ static bool BindBasicInfoProcs() { if (!BindGLProc(_glGetString, "glGetString")) return false; if (!BindGLProc(_glGetIntegerv, "glGetIntegerv")) return false; if (!BindGLProc(_glGetError, "glGetError")) return false; return true; } /** Bind OpenGL 1.0 and 1.1 functions. */ static bool BindBasicOpenGLProcs() { if (!BindGLProc(_glDisable, "glDisable")) return false; if (!BindGLProc(_glEnable, "glEnable")) return false; if (!BindGLProc(_glViewport, "glViewport")) return false; if (!BindGLProc(_glTexImage1D, "glTexImage1D")) return false; if (!BindGLProc(_glTexImage2D, "glTexImage2D")) return false; if (!BindGLProc(_glTexParameteri, "glTexParameteri")) return false; if (!BindGLProc(_glTexSubImage1D, "glTexSubImage1D")) return false; if (!BindGLProc(_glTexSubImage2D, "glTexSubImage2D")) return false; if (!BindGLProc(_glBindTexture, "glBindTexture")) return false; if (!BindGLProc(_glDeleteTextures, "glDeleteTextures")) return false; if (!BindGLProc(_glGenTextures, "glGenTextures")) return false; if (!BindGLProc(_glPixelStorei, "glPixelStorei")) return false; if (!BindGLProc(_glClear, "glClear")) return false; if (!BindGLProc(_glClearColor, "glClearColor")) return false; if (!BindGLProc(_glBlendFunc, "glBlendFunc")) return false; if (!BindGLProc(_glDrawArrays, "glDrawArrays")) return false; return true; } /** Bind texture-related extension functions. */ static bool BindTextureExtensions() { if (IsOpenGLVersionAtLeast(1, 3)) { if (!BindGLProc(_glActiveTexture, "glActiveTexture")) return false; } else { if (!BindGLProc(_glActiveTexture, "glActiveTextureARB")) return false; } return true; } /** Bind vertex buffer object extension functions. */ static bool BindVBOExtension() { if (IsOpenGLVersionAtLeast(1, 5)) { if (!BindGLProc(_glGenBuffers, "glGenBuffers")) return false; if (!BindGLProc(_glDeleteBuffers, "glDeleteBuffers")) return false; if (!BindGLProc(_glBindBuffer, "glBindBuffer")) return false; if (!BindGLProc(_glBufferData, "glBufferData")) return false; if (!BindGLProc(_glBufferSubData, "glBufferSubData")) return false; if (!BindGLProc(_glMapBuffer, "glMapBuffer")) return false; if (!BindGLProc(_glUnmapBuffer, "glUnmapBuffer")) return false; } else { if (!BindGLProc(_glGenBuffers, "glGenBuffersARB")) return false; if (!BindGLProc(_glDeleteBuffers, "glDeleteBuffersARB")) return false; if (!BindGLProc(_glBindBuffer, "glBindBufferARB")) return false; if (!BindGLProc(_glBufferData, "glBufferDataARB")) return false; if (!BindGLProc(_glBufferSubData, "glBufferSubDataARB")) return false; if (!BindGLProc(_glMapBuffer, "glMapBufferARB")) return false; if (!BindGLProc(_glUnmapBuffer, "glUnmapBufferARB")) return false; } if (IsOpenGLVersionAtLeast(4, 3) || IsOpenGLExtensionSupported("GL_ARB_clear_buffer_object")) { BindGLProc(_glClearBufferSubData, "glClearBufferSubData"); } else { _glClearBufferSubData = nullptr; } return true; } /** Bind vertex array object extension functions. */ static bool BindVBAExtension() { /* The APPLE and ARB variants have different semantics (that don't matter for us). * Successfully getting pointers to one variant doesn't mean it is supported for * the current context. Always check the extension strings as well. */ if (IsOpenGLVersionAtLeast(3, 0) || IsOpenGLExtensionSupported("GL_ARB_vertex_array_object")) { if (!BindGLProc(_glGenVertexArrays, "glGenVertexArrays")) return false; if (!BindGLProc(_glDeleteVertexArrays, "glDeleteVertexArrays")) return false; if (!BindGLProc(_glBindVertexArray, "glBindVertexArray")) return false; } else if (IsOpenGLExtensionSupported("GL_APPLE_vertex_array_object")) { if (!BindGLProc(_glGenVertexArrays, "glGenVertexArraysAPPLE")) return false; if (!BindGLProc(_glDeleteVertexArrays, "glDeleteVertexArraysAPPLE")) return false; if (!BindGLProc(_glBindVertexArray, "glBindVertexArrayAPPLE")) return false; } return true; } /** Bind extension functions for shader support. */ static bool BindShaderExtensions() { if (IsOpenGLVersionAtLeast(2, 0)) { if (!BindGLProc(_glCreateProgram, "glCreateProgram")) return false; if (!BindGLProc(_glDeleteProgram, "glDeleteProgram")) return false; if (!BindGLProc(_glLinkProgram, "glLinkProgram")) return false; if (!BindGLProc(_glUseProgram, "glUseProgram")) return false; if (!BindGLProc(_glGetProgramiv, "glGetProgramiv")) return false; if (!BindGLProc(_glGetProgramInfoLog, "glGetProgramInfoLog")) return false; if (!BindGLProc(_glCreateShader, "glCreateShader")) return false; if (!BindGLProc(_glDeleteShader, "glDeleteShader")) return false; if (!BindGLProc(_glShaderSource, "glShaderSource")) return false; if (!BindGLProc(_glCompileShader, "glCompileShader")) return false; if (!BindGLProc(_glAttachShader, "glAttachShader")) return false; if (!BindGLProc(_glGetShaderiv, "glGetShaderiv")) return false; if (!BindGLProc(_glGetShaderInfoLog, "glGetShaderInfoLog")) return false; if (!BindGLProc(_glGetUniformLocation, "glGetUniformLocation")) return false; if (!BindGLProc(_glUniform1i, "glUniform1i")) return false; if (!BindGLProc(_glUniform1f, "glUniform1f")) return false; if (!BindGLProc(_glUniform2f, "glUniform2f")) return false; if (!BindGLProc(_glUniform4f, "glUniform4f")) return false; if (!BindGLProc(_glGetAttribLocation, "glGetAttribLocation")) return false; if (!BindGLProc(_glEnableVertexAttribArray, "glEnableVertexAttribArray")) return false; if (!BindGLProc(_glDisableVertexAttribArray, "glDisableVertexAttribArray")) return false; if (!BindGLProc(_glVertexAttribPointer, "glVertexAttribPointer")) return false; } else { /* In the ARB extension programs and shaders are in the same object space. */ if (!BindGLProc(_glCreateProgram, "glCreateProgramObjectARB")) return false; if (!BindGLProc(_glDeleteProgram, "glDeleteObjectARB")) return false; if (!BindGLProc(_glLinkProgram, "glLinkProgramARB")) return false; if (!BindGLProc(_glUseProgram, "glUseProgramObjectARB")) return false; if (!BindGLProc(_glGetProgramiv, "glGetObjectParameterivARB")) return false; if (!BindGLProc(_glGetProgramInfoLog, "glGetInfoLogARB")) return false; if (!BindGLProc(_glCreateShader, "glCreateShaderObjectARB")) return false; if (!BindGLProc(_glDeleteShader, "glDeleteObjectARB")) return false; if (!BindGLProc(_glShaderSource, "glShaderSourceARB")) return false; if (!BindGLProc(_glCompileShader, "glCompileShaderARB")) return false; if (!BindGLProc(_glAttachShader, "glAttachObjectARB")) return false; if (!BindGLProc(_glGetShaderiv, "glGetObjectParameterivARB")) return false; if (!BindGLProc(_glGetShaderInfoLog, "glGetInfoLogARB")) return false; if (!BindGLProc(_glGetUniformLocation, "glGetUniformLocationARB")) return false; if (!BindGLProc(_glUniform1i, "glUniform1iARB")) return false; if (!BindGLProc(_glUniform1f, "glUniform1fARB")) return false; if (!BindGLProc(_glUniform2f, "glUniform2fARB")) return false; if (!BindGLProc(_glUniform4f, "glUniform4fARB")) return false; if (!BindGLProc(_glGetAttribLocation, "glGetAttribLocationARB")) return false; if (!BindGLProc(_glEnableVertexAttribArray, "glEnableVertexAttribArrayARB")) return false; if (!BindGLProc(_glDisableVertexAttribArray, "glDisableVertexAttribArrayARB")) return false; if (!BindGLProc(_glVertexAttribPointer, "glVertexAttribPointerARB")) return false; } /* Bind functions only needed when using GLSL 1.50 shaders. */ if (IsOpenGLVersionAtLeast(3, 0)) { BindGLProc(_glBindFragDataLocation, "glBindFragDataLocation"); } else if (IsOpenGLExtensionSupported("GL_EXT_gpu_shader4")) { BindGLProc(_glBindFragDataLocation, "glBindFragDataLocationEXT"); } else { _glBindFragDataLocation = nullptr; } return true; } /** Bind extension functions for persistent buffer mapping. */ static bool BindPersistentBufferExtensions() { /* Optional functions for persistent buffer mapping. */ if (IsOpenGLVersionAtLeast(3, 0)) { if (!BindGLProc(_glMapBufferRange, "glMapBufferRange")) return false; } if (IsOpenGLVersionAtLeast(4, 4) || IsOpenGLExtensionSupported("GL_ARB_buffer_storage")) { if (!BindGLProc(_glBufferStorage, "glBufferStorage")) return false; } #ifndef NO_GL_BUFFER_SYNC if (IsOpenGLVersionAtLeast(3, 2) || IsOpenGLExtensionSupported("GL_ARB_sync")) { if (!BindGLProc(_glClientWaitSync, "glClientWaitSync")) return false; if (!BindGLProc(_glFenceSync, "glFenceSync")) return false; if (!BindGLProc(_glDeleteSync, "glDeleteSync")) return false; } #endif return true; } /** Callback to receive OpenGL debug messages. */ void APIENTRY DebugOutputCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam) { /* Make severity human readable. */ const char *severity_str = ""; switch (severity) { case GL_DEBUG_SEVERITY_HIGH: severity_str = "high"; break; case GL_DEBUG_SEVERITY_MEDIUM: severity_str = "medium"; break; case GL_DEBUG_SEVERITY_LOW: severity_str = "low"; break; } /* Make type human readable.*/ const char *type_str = "Other"; switch (type) { case GL_DEBUG_TYPE_ERROR: type_str = "Error"; break; case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: type_str = "Deprecated"; break; case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: type_str = "Undefined behaviour"; break; case GL_DEBUG_TYPE_PERFORMANCE: type_str = "Performance"; break; case GL_DEBUG_TYPE_PORTABILITY: type_str = "Portability"; break; } Debug(driver, 6, "OpenGL: {} ({}) - {}", type_str, severity_str, message); } /** Enable OpenGL debug messages if supported. */ void SetupDebugOutput() { #ifndef NO_DEBUG_MESSAGES if (_debug_driver_level < 6) return; if (IsOpenGLVersionAtLeast(4, 3)) { BindGLProc(_glDebugMessageControl, "glDebugMessageControl"); BindGLProc(_glDebugMessageCallback, "glDebugMessageCallback"); } else if (IsOpenGLExtensionSupported("GL_ARB_debug_output")) { BindGLProc(_glDebugMessageControl, "glDebugMessageControlARB"); BindGLProc(_glDebugMessageCallback, "glDebugMessageCallbackARB"); } if (_glDebugMessageControl != nullptr && _glDebugMessageCallback != nullptr) { /* Enable debug output. As synchronous debug output costs performance, we only enable it with a high debug level. */ _glEnable(GL_DEBUG_OUTPUT); if (_debug_driver_level >= 8) _glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); _glDebugMessageCallback(&DebugOutputCallback, nullptr); /* Enable all messages on highest debug level.*/ _glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, _debug_driver_level >= 9 ? GL_TRUE : GL_FALSE); /* Get debug messages for errors and undefined/deprecated behaviour. */ _glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR, GL_DONT_CARE, 0, nullptr, GL_TRUE); _glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR, GL_DONT_CARE, 0, nullptr, GL_TRUE); _glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, nullptr, GL_TRUE); } #endif } /** * Create and initialize the singleton back-end class. * @param get_proc Callback to get an OpenGL function from the OS driver. * @param screen_res Current display resolution. * @return nullptr on success, error message otherwise. */ /* static */ const char *OpenGLBackend::Create(GetOGLProcAddressProc get_proc, const Dimension &screen_res) { if (OpenGLBackend::instance != nullptr) OpenGLBackend::Destroy(); GetOGLProcAddress = get_proc; OpenGLBackend::instance = new OpenGLBackend(); return OpenGLBackend::instance->Init(screen_res); } /** * Free resources and destroy singleton back-end class. */ /* static */ void OpenGLBackend::Destroy() { delete OpenGLBackend::instance; OpenGLBackend::instance = nullptr; } /** * Construct OpenGL back-end class. */ OpenGLBackend::OpenGLBackend() : cursor_cache(MAX_CACHED_CURSORS) { } /** * Free allocated resources. */ OpenGLBackend::~OpenGLBackend() { if (_glDeleteProgram != nullptr) { _glDeleteProgram(this->remap_program); _glDeleteProgram(this->vid_program); _glDeleteProgram(this->pal_program); _glDeleteProgram(this->sprite_program); } if (_glDeleteVertexArrays != nullptr) _glDeleteVertexArrays(1, &this->vao_quad); if (_glDeleteBuffers != nullptr) { _glDeleteBuffers(1, &this->vbo_quad); _glDeleteBuffers(1, &this->vid_pbo); _glDeleteBuffers(1, &this->anim_pbo); } if (_glDeleteTextures != nullptr) { this->InternalClearCursorCache(); OpenGLSprite::Destroy(); _glDeleteTextures(1, &this->vid_texture); _glDeleteTextures(1, &this->anim_texture); _glDeleteTextures(1, &this->pal_texture); } } /** * Check for the needed OpenGL functionality and allocate all resources. * @param screen_res Current display resolution. * @return Error string or nullptr if successful. */ const char *OpenGLBackend::Init(const Dimension &screen_res) { if (!BindBasicInfoProcs()) return "OpenGL not supported"; /* Always query the supported OpenGL version as the current context might have changed. */ const char *ver = (const char *)_glGetString(GL_VERSION); const char *vend = (const char *)_glGetString(GL_VENDOR); const char *renderer = (const char *)_glGetString(GL_RENDERER); if (ver == nullptr || vend == nullptr || renderer == nullptr) return "OpenGL not supported"; Debug(driver, 1, "OpenGL driver: {} - {} ({})", vend, renderer, ver); #ifndef GL_ALLOW_SOFTWARE_RENDERER /* Don't use MESA software rendering backends as they are slower than * just using a non-OpenGL video driver. */ if (strncmp(renderer, "llvmpipe", 8) == 0 || strncmp(renderer, "softpipe", 8) == 0) return "Software renderer detected, not using OpenGL"; #endif const char *minor = strchr(ver, '.'); _gl_major_ver = atoi(ver); _gl_minor_ver = minor != nullptr ? atoi(minor + 1) : 0; #ifdef _WIN32 /* Old drivers on Windows (especially if made by Intel) seem to be * unstable, so cull the oldest stuff here. */ if (!IsOpenGLVersionAtLeast(3, 2)) return "Need at least OpenGL version 3.2 on Windows"; #endif if (!BindBasicOpenGLProcs()) return "Failed to bind basic OpenGL functions."; SetupDebugOutput(); /* OpenGL 1.3 is the absolute minimum. */ if (!IsOpenGLVersionAtLeast(1, 3)) return "OpenGL version >= 1.3 required"; /* Check for non-power-of-two texture support. */ if (!IsOpenGLVersionAtLeast(2, 0) && !IsOpenGLExtensionSupported("GL_ARB_texture_non_power_of_two")) return "Non-power-of-two textures not supported"; /* Check for single element texture formats. */ if (!IsOpenGLVersionAtLeast(3, 0) && !IsOpenGLExtensionSupported("GL_ARB_texture_rg")) return "Single element texture formats not supported"; if (!BindTextureExtensions()) return "Failed to bind texture extension functions"; /* Check for vertex buffer objects. */ if (!IsOpenGLVersionAtLeast(1, 5) && !IsOpenGLExtensionSupported("ARB_vertex_buffer_object")) return "Vertex buffer objects not supported"; if (!BindVBOExtension()) return "Failed to bind VBO extension functions"; /* Check for pixel buffer objects. */ if (!IsOpenGLVersionAtLeast(2, 1) && !IsOpenGLExtensionSupported("GL_ARB_pixel_buffer_object")) return "Pixel buffer objects not supported"; /* Check for vertex array objects. */ if (!IsOpenGLVersionAtLeast(3, 0) && (!IsOpenGLExtensionSupported("GL_ARB_vertex_array_object") || !IsOpenGLExtensionSupported("GL_APPLE_vertex_array_object"))) return "Vertex array objects not supported"; if (!BindVBAExtension()) return "Failed to bind VBA extension functions"; /* Check for shader objects. */ if (!IsOpenGLVersionAtLeast(2, 0) && (!IsOpenGLExtensionSupported("GL_ARB_shader_objects") || !IsOpenGLExtensionSupported("GL_ARB_fragment_shader") || !IsOpenGLExtensionSupported("GL_ARB_vertex_shader"))) return "No shader support"; if (!BindShaderExtensions()) return "Failed to bind shader extension functions"; if (IsOpenGLVersionAtLeast(3, 2) && _glBindFragDataLocation == nullptr) return "OpenGL claims to support version 3.2 but doesn't have glBindFragDataLocation"; this->persistent_mapping_supported = IsOpenGLVersionAtLeast(3, 0) && (IsOpenGLVersionAtLeast(4, 4) || IsOpenGLExtensionSupported("GL_ARB_buffer_storage")); #ifndef NO_GL_BUFFER_SYNC this->persistent_mapping_supported = this->persistent_mapping_supported && (IsOpenGLVersionAtLeast(3, 2) || IsOpenGLExtensionSupported("GL_ARB_sync")); #endif if (this->persistent_mapping_supported && !BindPersistentBufferExtensions()) { Debug(driver, 1, "OpenGL claims to support persistent buffer mapping but doesn't export all functions, not using persistent mapping."); this->persistent_mapping_supported = false; } if (this->persistent_mapping_supported) Debug(driver, 3, "OpenGL: Using persistent buffer mapping"); /* Check maximum texture size against screen resolution. */ GLint max_tex_size = 0; _glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_tex_size); if (std::max(screen_res.width, screen_res.height) > (uint)max_tex_size) return "Max supported texture size is too small"; /* Check available texture units. */ GLint max_tex_units = 0; _glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_tex_units); if (max_tex_units < 4) return "Not enough simultaneous textures supported"; Debug(driver, 2, "OpenGL shading language version: {}, texture units = {}", (const char *)_glGetString(GL_SHADING_LANGUAGE_VERSION), (int)max_tex_units); if (!this->InitShaders()) return "Failed to initialize shaders"; /* Setup video buffer texture. */ _glGenTextures(1, &this->vid_texture); _glBindTexture(GL_TEXTURE_2D, this->vid_texture); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); _glBindTexture(GL_TEXTURE_2D, 0); if (_glGetError() != GL_NO_ERROR) return "Can't generate video buffer texture"; /* Setup video buffer texture. */ _glGenTextures(1, &this->anim_texture); _glBindTexture(GL_TEXTURE_2D, this->anim_texture); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); _glBindTexture(GL_TEXTURE_2D, 0); if (_glGetError() != GL_NO_ERROR) return "Can't generate animation buffer texture"; /* Setup palette texture. */ _glGenTextures(1, &this->pal_texture); _glBindTexture(GL_TEXTURE_1D, this->pal_texture); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); _glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, 256, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr); _glBindTexture(GL_TEXTURE_1D, 0); if (_glGetError() != GL_NO_ERROR) return "Can't generate palette lookup texture"; /* Bind uniforms in rendering shader program. */ GLint tex_location = _glGetUniformLocation(this->vid_program, "colour_tex"); GLint palette_location = _glGetUniformLocation(this->vid_program, "palette"); GLint sprite_location = _glGetUniformLocation(this->vid_program, "sprite"); GLint screen_location = _glGetUniformLocation(this->vid_program, "screen"); _glUseProgram(this->vid_program); _glUniform1i(tex_location, 0); // Texture unit 0. _glUniform1i(palette_location, 1); // Texture unit 1. /* Values that result in no transform. */ _glUniform4f(sprite_location, 0.0f, 0.0f, 1.0f, 1.0f); _glUniform2f(screen_location, 1.0f, 1.0f); /* Bind uniforms in palette rendering shader program. */ tex_location = _glGetUniformLocation(this->pal_program, "colour_tex"); palette_location = _glGetUniformLocation(this->pal_program, "palette"); sprite_location = _glGetUniformLocation(this->pal_program, "sprite"); screen_location = _glGetUniformLocation(this->pal_program, "screen"); _glUseProgram(this->pal_program); _glUniform1i(tex_location, 0); // Texture unit 0. _glUniform1i(palette_location, 1); // Texture unit 1. _glUniform4f(sprite_location, 0.0f, 0.0f, 1.0f, 1.0f); _glUniform2f(screen_location, 1.0f, 1.0f); /* Bind uniforms in remap shader program. */ tex_location = _glGetUniformLocation(this->remap_program, "colour_tex"); palette_location = _glGetUniformLocation(this->remap_program, "palette"); GLint remap_location = _glGetUniformLocation(this->remap_program, "remap_tex"); this->remap_sprite_loc = _glGetUniformLocation(this->remap_program, "sprite"); this->remap_screen_loc = _glGetUniformLocation(this->remap_program, "screen"); this->remap_zoom_loc = _glGetUniformLocation(this->remap_program, "zoom"); this->remap_rgb_loc = _glGetUniformLocation(this->remap_program, "rgb"); _glUseProgram(this->remap_program); _glUniform1i(tex_location, 0); // Texture unit 0. _glUniform1i(palette_location, 1); // Texture unit 1. _glUniform1i(remap_location, 2); // Texture unit 2. /* Bind uniforms in sprite shader program. */ tex_location = _glGetUniformLocation(this->sprite_program, "colour_tex"); palette_location = _glGetUniformLocation(this->sprite_program, "palette"); remap_location = _glGetUniformLocation(this->sprite_program, "remap_tex"); GLint pal_location = _glGetUniformLocation(this->sprite_program, "pal"); this->sprite_sprite_loc = _glGetUniformLocation(this->sprite_program, "sprite"); this->sprite_screen_loc = _glGetUniformLocation(this->sprite_program, "screen"); this->sprite_zoom_loc = _glGetUniformLocation(this->sprite_program, "zoom"); this->sprite_rgb_loc = _glGetUniformLocation(this->sprite_program, "rgb"); this->sprite_crash_loc = _glGetUniformLocation(this->sprite_program, "crash"); _glUseProgram(this->sprite_program); _glUniform1i(tex_location, 0); // Texture unit 0. _glUniform1i(palette_location, 1); // Texture unit 1. _glUniform1i(remap_location, 2); // Texture unit 2. _glUniform1i(pal_location, 3); // Texture unit 3. (void)_glGetError(); // Clear errors. /* Create pixel buffer object as video buffer storage. */ _glGenBuffers(1, &this->vid_pbo); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo); _glGenBuffers(1, &this->anim_pbo); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo); if (_glGetError() != GL_NO_ERROR) return "Can't allocate pixel buffer for video buffer"; /* Prime vertex buffer with a full-screen quad and store * the corresponding state in a vertex array object. */ static const Simple2DVertex vert_array[] = { // x y u v { 1.f, -1.f, 1.f, 1.f }, { 1.f, 1.f, 1.f, 0.f }, { -1.f, -1.f, 0.f, 1.f }, { -1.f, 1.f, 0.f, 0.f }, }; /* Create VAO. */ _glGenVertexArrays(1, &this->vao_quad); _glBindVertexArray(this->vao_quad); /* Create and fill VBO. */ _glGenBuffers(1, &this->vbo_quad); _glBindBuffer(GL_ARRAY_BUFFER, this->vbo_quad); _glBufferData(GL_ARRAY_BUFFER, sizeof(vert_array), vert_array, GL_STATIC_DRAW); if (_glGetError() != GL_NO_ERROR) return "Can't generate VBO for fullscreen quad"; /* Set vertex state. */ GLint loc_position = _glGetAttribLocation(this->vid_program, "position"); GLint colour_position = _glGetAttribLocation(this->vid_program, "colour_uv"); _glEnableVertexAttribArray(loc_position); _glEnableVertexAttribArray(colour_position); _glVertexAttribPointer(loc_position, 2, GL_FLOAT, GL_FALSE, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, x)); _glVertexAttribPointer(colour_position, 2, GL_FLOAT, GL_FALSE, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, u)); _glBindVertexArray(0); /* Create resources for sprite rendering. */ if (!OpenGLSprite::Create()) return "Failed to create sprite rendering resources"; this->PrepareContext(); (void)_glGetError(); // Clear errors. return nullptr; } void OpenGLBackend::PrepareContext() { _glClearColor(0.0f, 0.0f, 0.0f, 1.0f); _glDisable(GL_DEPTH_TEST); /* Enable alpha blending using the src alpha factor. */ _glEnable(GL_BLEND); _glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } std::string OpenGLBackend::GetDriverName() { std::string res{}; /* Skipping GL_VENDOR as it tends to be "obvious" from the renderer and version data, and just makes the string pointlessly longer */ res += reinterpret_cast(_glGetString(GL_RENDERER)); res += ", "; res += reinterpret_cast(_glGetString(GL_VERSION)); return res; } /** * Check a shader for compilation errors and log them if necessary. * @param shader Shader to check. * @return True if the shader is valid. */ static bool VerifyShader(GLuint shader) { static ReusableBuffer log_buf; GLint result = GL_FALSE; _glGetShaderiv(shader, GL_COMPILE_STATUS, &result); /* Output log if there is one. */ GLint log_len = 0; _glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len); if (log_len > 0) { _glGetShaderInfoLog(shader, log_len, nullptr, log_buf.Allocate(log_len)); Debug(driver, result != GL_TRUE ? 0 : 2, "{}", log_buf.GetBuffer()); // Always print on failure. } return result == GL_TRUE; } /** * Check a program for link errors and log them if necessary. * @param program Program to check. * @return True if the program is valid. */ static bool VerifyProgram(GLuint program) { static ReusableBuffer log_buf; GLint result = GL_FALSE; _glGetProgramiv(program, GL_LINK_STATUS, &result); /* Output log if there is one. */ GLint log_len = 0; _glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len); if (log_len > 0) { _glGetProgramInfoLog(program, log_len, nullptr, log_buf.Allocate(log_len)); Debug(driver, result != GL_TRUE ? 0 : 2, "{}", log_buf.GetBuffer()); // Always print on failure. } return result == GL_TRUE; } /** * Create all needed shader programs. * @return True if successful, false otherwise. */ bool OpenGLBackend::InitShaders() { const char *ver = (const char *)_glGetString(GL_SHADING_LANGUAGE_VERSION); if (ver == nullptr) return false; int glsl_major = ver[0] - '0'; int glsl_minor = ver[2] - '0'; bool glsl_150 = (IsOpenGLVersionAtLeast(3, 2) || glsl_major > 1 || (glsl_major == 1 && glsl_minor >= 5)) && _glBindFragDataLocation != nullptr; /* Create vertex shader. */ GLuint vert_shader = _glCreateShader(GL_VERTEX_SHADER); _glShaderSource(vert_shader, glsl_150 ? lengthof(_vertex_shader_sprite_150) : lengthof(_vertex_shader_sprite), glsl_150 ? _vertex_shader_sprite_150 : _vertex_shader_sprite, nullptr); _glCompileShader(vert_shader); if (!VerifyShader(vert_shader)) return false; /* Create fragment shader for plain RGBA. */ GLuint frag_shader_rgb = _glCreateShader(GL_FRAGMENT_SHADER); _glShaderSource(frag_shader_rgb, glsl_150 ? lengthof(_frag_shader_direct_150) : lengthof(_frag_shader_direct), glsl_150 ? _frag_shader_direct_150 : _frag_shader_direct, nullptr); _glCompileShader(frag_shader_rgb); if (!VerifyShader(frag_shader_rgb)) return false; /* Create fragment shader for paletted only. */ GLuint frag_shader_pal = _glCreateShader(GL_FRAGMENT_SHADER); _glShaderSource(frag_shader_pal, glsl_150 ? lengthof(_frag_shader_palette_150) : lengthof(_frag_shader_palette), glsl_150 ? _frag_shader_palette_150 : _frag_shader_palette, nullptr); _glCompileShader(frag_shader_pal); if (!VerifyShader(frag_shader_pal)) return false; /* Sprite remap fragment shader. */ GLuint remap_shader = _glCreateShader(GL_FRAGMENT_SHADER); _glShaderSource(remap_shader, glsl_150 ? lengthof(_frag_shader_rgb_mask_blend_150) : lengthof(_frag_shader_rgb_mask_blend), glsl_150 ? _frag_shader_rgb_mask_blend_150 : _frag_shader_rgb_mask_blend, nullptr); _glCompileShader(remap_shader); if (!VerifyShader(remap_shader)) return false; /* Sprite fragment shader. */ GLuint sprite_shader = _glCreateShader(GL_FRAGMENT_SHADER); _glShaderSource(sprite_shader, glsl_150 ? lengthof(_frag_shader_sprite_blend_150) : lengthof(_frag_shader_sprite_blend), glsl_150 ? _frag_shader_sprite_blend_150 : _frag_shader_sprite_blend, nullptr); _glCompileShader(sprite_shader); if (!VerifyShader(sprite_shader)) return false; /* Link shaders to program. */ this->vid_program = _glCreateProgram(); _glAttachShader(this->vid_program, vert_shader); _glAttachShader(this->vid_program, frag_shader_rgb); this->pal_program = _glCreateProgram(); _glAttachShader(this->pal_program, vert_shader); _glAttachShader(this->pal_program, frag_shader_pal); this->remap_program = _glCreateProgram(); _glAttachShader(this->remap_program, vert_shader); _glAttachShader(this->remap_program, remap_shader); this->sprite_program = _glCreateProgram(); _glAttachShader(this->sprite_program, vert_shader); _glAttachShader(this->sprite_program, sprite_shader); if (glsl_150) { /* Bind fragment shader outputs. */ _glBindFragDataLocation(this->vid_program, 0, "colour"); _glBindFragDataLocation(this->pal_program, 0, "colour"); _glBindFragDataLocation(this->remap_program, 0, "colour"); _glBindFragDataLocation(this->sprite_program, 0, "colour"); } _glLinkProgram(this->vid_program); if (!VerifyProgram(this->vid_program)) return false; _glLinkProgram(this->pal_program); if (!VerifyProgram(this->pal_program)) return false; _glLinkProgram(this->remap_program); if (!VerifyProgram(this->remap_program)) return false; _glLinkProgram(this->sprite_program); if (!VerifyProgram(this->sprite_program)) return false; _glDeleteShader(vert_shader); _glDeleteShader(frag_shader_rgb); _glDeleteShader(frag_shader_pal); _glDeleteShader(remap_shader); _glDeleteShader(sprite_shader); return true; } /** * Clear the bound pixel buffer to a specific value. * @param len Length of the buffer. * @param data Value to set. * @tparam T Pixel type. */ template static void ClearPixelBuffer(size_t len, T data) { T *buf = reinterpret_cast(_glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE)); for (size_t i = 0; i < len; i++) { *buf++ = data; } _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); } /** * Change the size of the drawing window and allocate matching resources. * @param w New width of the window. * @param h New height of the window. * @param force Recreate resources even if size didn't change. * @param False if nothing had to be done, true otherwise. */ bool OpenGLBackend::Resize(int w, int h, bool force) { if (!force && _screen.width == w && _screen.height == h) return false; int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth(); int pitch = Align(w, 4); size_t line_pixel_count = static_cast(pitch) * h; _glViewport(0, 0, w, h); _glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch); this->vid_buffer = nullptr; if (this->persistent_mapping_supported) { _glDeleteBuffers(1, &this->vid_pbo); _glGenBuffers(1, &this->vid_pbo); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo); _glBufferStorage(GL_PIXEL_UNPACK_BUFFER, line_pixel_count * bpp / 8, nullptr, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_CLIENT_STORAGE_BIT); } else { /* Re-allocate video buffer texture and backing store. */ _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo); _glBufferData(GL_PIXEL_UNPACK_BUFFER, line_pixel_count * bpp / 8, nullptr, GL_DYNAMIC_DRAW); } if (bpp == 32) { /* Initialize backing store alpha to opaque for 32bpp modes. */ Colour black(0, 0, 0); if (_glClearBufferSubData != nullptr) { _glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_RGBA8, 0, line_pixel_count * bpp / 8, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &black.data); } else { ClearPixelBuffer(line_pixel_count, black.data); } } else if (bpp == 8) { if (_glClearBufferSubData != nullptr) { byte b = 0; _glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_R8, 0, line_pixel_count, GL_RED, GL_UNSIGNED_BYTE, &b); } else { ClearPixelBuffer(line_pixel_count, 0); } } _glActiveTexture(GL_TEXTURE0); _glBindTexture(GL_TEXTURE_2D, this->vid_texture); if (bpp == 8) { _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr); } else { _glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr); } _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); /* Does this blitter need a separate animation buffer? */ if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) { this->anim_buffer = nullptr; if (this->persistent_mapping_supported) { _glDeleteBuffers(1, &this->anim_pbo); _glGenBuffers(1, &this->anim_pbo); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo); _glBufferStorage(GL_PIXEL_UNPACK_BUFFER, line_pixel_count, nullptr, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_CLIENT_STORAGE_BIT); } else { _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo); _glBufferData(GL_PIXEL_UNPACK_BUFFER, line_pixel_count, nullptr, GL_DYNAMIC_DRAW); } /* Initialize buffer as 0 == no remap. */ if (_glClearBufferSubData != nullptr) { byte b = 0; _glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_R8, 0, line_pixel_count, GL_RED, GL_UNSIGNED_BYTE, &b); } else { ClearPixelBuffer(line_pixel_count, 0); } _glBindTexture(GL_TEXTURE_2D, this->anim_texture); _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); } else { if (this->anim_buffer != nullptr) { _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo); _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); this->anim_buffer = nullptr; } /* Allocate dummy texture that always reads as 0 == no remap. */ uint dummy = 0; _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); _glBindTexture(GL_TEXTURE_2D, this->anim_texture); _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &dummy); } _glBindTexture(GL_TEXTURE_2D, 0); /* Set new viewport. */ _screen.height = h; _screen.width = w; _screen.pitch = pitch; _screen.dst_ptr = nullptr; /* Update screen size in remap shader program. */ _glUseProgram(this->remap_program); _glUniform2f(this->remap_screen_loc, (float)_screen.width, (float)_screen.height); _glClear(GL_COLOR_BUFFER_BIT); return true; } /** * Update the stored palette. * @param pal Palette array with at least 256 elements. * @param first First entry to update. * @param length Number of entries to update. */ void OpenGLBackend::UpdatePalette(const Colour *pal, uint first, uint length) { assert(first + length <= 256); _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); _glActiveTexture(GL_TEXTURE1); _glBindTexture(GL_TEXTURE_1D, this->pal_texture); _glTexSubImage1D(GL_TEXTURE_1D, 0, first, length, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pal + first); } /** * Render video buffer to the screen. */ void OpenGLBackend::Paint() { _glClear(GL_COLOR_BUFFER_BIT); _glDisable(GL_BLEND); /* Blit video buffer to screen. */ _glActiveTexture(GL_TEXTURE0); _glBindTexture(GL_TEXTURE_2D, this->vid_texture); _glActiveTexture(GL_TEXTURE1); _glBindTexture(GL_TEXTURE_1D, this->pal_texture); /* Is the blitter relying on a separate animation buffer? */ if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) { _glActiveTexture(GL_TEXTURE2); _glBindTexture(GL_TEXTURE_2D, this->anim_texture); _glUseProgram(this->remap_program); _glUniform4f(this->remap_sprite_loc, 0.0f, 0.0f, 1.0f, 1.0f); _glUniform2f(this->remap_screen_loc, 1.0f, 1.0f); _glUniform1f(this->remap_zoom_loc, 0); _glUniform1i(this->remap_rgb_loc, 1); } else { _glUseProgram(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 8 ? this->pal_program : this->vid_program); } _glBindVertexArray(this->vao_quad); _glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); _glEnable(GL_BLEND); } /** * Draw mouse cursor on screen. */ void OpenGLBackend::DrawMouseCursor() { if (!this->cursor_in_window) return; /* Draw cursor on screen */ _cur_dpi = &_screen; for (uint i = 0; i < this->cursor_sprite_count; ++i) { SpriteID sprite = this->cursor_sprite_seq[i].sprite; /* Sprites are cached by PopulateCursorCache(). */ if (this->cursor_cache.Contains(sprite)) { Sprite *spr = this->cursor_cache.Get(sprite); this->RenderOglSprite((OpenGLSprite *)spr->data, this->cursor_sprite_seq[i].pal, this->cursor_pos.x + this->cursor_sprite_pos[i].x + UnScaleByZoom(spr->x_offs, ZOOM_LVL_GUI), this->cursor_pos.y + this->cursor_sprite_pos[i].y + UnScaleByZoom(spr->y_offs, ZOOM_LVL_GUI), ZOOM_LVL_GUI); } } } void OpenGLBackend::PopulateCursorCache() { static_assert(lengthof(_cursor.sprite_seq) == lengthof(this->cursor_sprite_seq)); static_assert(lengthof(_cursor.sprite_pos) == lengthof(this->cursor_sprite_pos)); if (this->clear_cursor_cache) { /* We have a pending cursor cache clear to do first. */ this->clear_cursor_cache = false; this->last_sprite_pal = (PaletteID)-1; this->InternalClearCursorCache(); } this->cursor_pos = _cursor.pos; this->cursor_sprite_count = _cursor.sprite_count; this->cursor_in_window = _cursor.in_window; for (uint i = 0; i < _cursor.sprite_count; ++i) { this->cursor_sprite_seq[i] = _cursor.sprite_seq[i]; this->cursor_sprite_pos[i] = _cursor.sprite_pos[i]; SpriteID sprite = _cursor.sprite_seq[i].sprite; if (!this->cursor_cache.Contains(sprite)) { Sprite *old = this->cursor_cache.Insert(sprite, (Sprite *)GetRawSprite(sprite, SpriteType::Normal, &SimpleSpriteAlloc, this)); if (old != nullptr) { OpenGLSprite *gl_sprite = (OpenGLSprite *)old->data; gl_sprite->~OpenGLSprite(); free(old); } } } } /** * Clear all cached cursor sprites. */ void OpenGLBackend::InternalClearCursorCache() { Sprite *sp; while ((sp = this->cursor_cache.Pop()) != nullptr) { OpenGLSprite *sprite = (OpenGLSprite *)sp->data; sprite->~OpenGLSprite(); free(sp); } } /** * Queue a request for cursor cache clear. */ void OpenGLBackend::ClearCursorCache() { /* If the game loop is threaded, this function might be called * from the game thread. As we can call OpenGL functions only * on the main thread, just set a flag that is handled the next * time we prepare the cursor cache for drawing. */ this->clear_cursor_cache = true; } /** * Get a pointer to the memory for the video driver to draw to. * @return Pointer to draw on. */ void *OpenGLBackend::GetVideoBuffer() { #ifndef NO_GL_BUFFER_SYNC if (this->sync_vid_mapping != nullptr) _glClientWaitSync(this->sync_vid_mapping, GL_SYNC_FLUSH_COMMANDS_BIT, 100000000); // 100ms timeout. #endif if (!this->persistent_mapping_supported) { assert(this->vid_buffer == nullptr); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo); this->vid_buffer = _glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE); } else if (this->vid_buffer == nullptr) { _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo); this->vid_buffer = _glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, _screen.pitch * _screen.height * BlitterFactory::GetCurrentBlitter()->GetScreenDepth() / 8, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT); } return this->vid_buffer; } /** * Get a pointer to the memory for the separate animation buffer. * @return Pointer to draw on. */ uint8 *OpenGLBackend::GetAnimBuffer() { if (this->anim_pbo == 0) return nullptr; #ifndef NO_GL_BUFFER_SYNC if (this->sync_anim_mapping != nullptr) _glClientWaitSync(this->sync_anim_mapping, GL_SYNC_FLUSH_COMMANDS_BIT, 100000000); // 100ms timeout. #endif if (!this->persistent_mapping_supported) { _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo); this->anim_buffer = _glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE); } else if (this->anim_buffer == nullptr) { _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo); this->anim_buffer = _glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, static_cast(_screen.pitch) * _screen.height, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT); } return (uint8 *)this->anim_buffer; } /** * Update video buffer texture after the video buffer was filled. * @param update_rect Rectangle encompassing the dirty region of the video buffer. */ void OpenGLBackend::ReleaseVideoBuffer(const Rect &update_rect) { assert(this->vid_pbo != 0); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo); if (!this->persistent_mapping_supported) { _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); this->vid_buffer = nullptr; } #ifndef NO_GL_BUFFER_SYNC if (this->persistent_mapping_supported) { _glDeleteSync(this->sync_vid_mapping); this->sync_vid_mapping = nullptr; } #endif /* Update changed rect of the video buffer texture. */ if (!IsEmptyRect(update_rect)) { _glActiveTexture(GL_TEXTURE0); _glBindTexture(GL_TEXTURE_2D, this->vid_texture); _glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch); if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 8) { _glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_RED, GL_UNSIGNED_BYTE, (GLvoid*)(size_t)(update_rect.top * _screen.pitch + update_rect.left)); } else { _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)); } #ifndef NO_GL_BUFFER_SYNC if (this->persistent_mapping_supported) this->sync_vid_mapping = _glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); #endif } } /** * Update animation buffer texture after the animation buffer was filled. * @param update_rect Rectangle encompassing the dirty region of the animation buffer. */ void OpenGLBackend::ReleaseAnimBuffer(const Rect &update_rect) { if (this->anim_pbo == 0) return; _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo); if (!this->persistent_mapping_supported) { _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); this->anim_buffer = nullptr; } #ifndef NO_GL_BUFFER_SYNC if (this->persistent_mapping_supported) { _glDeleteSync(this->sync_anim_mapping); this->sync_anim_mapping = nullptr; } #endif /* Update changed rect of the video buffer texture. */ if (update_rect.left != update_rect.right) { _glActiveTexture(GL_TEXTURE0); _glBindTexture(GL_TEXTURE_2D, this->anim_texture); _glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch); _glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_RED, GL_UNSIGNED_BYTE, (GLvoid *)(size_t)(update_rect.top * _screen.pitch + update_rect.left)); #ifndef NO_GL_BUFFER_SYNC if (this->persistent_mapping_supported) this->sync_anim_mapping = _glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); #endif } } /* virtual */ Sprite *OpenGLBackend::Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator) { /* Allocate and construct sprite data. */ Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sizeof(OpenGLSprite)); OpenGLSprite *gl_sprite = (OpenGLSprite *)dest_sprite->data; new (gl_sprite) OpenGLSprite(sprite->width, sprite->height, sprite->type == SpriteType::Font ? 1 : ZOOM_LVL_COUNT, sprite->colours); /* Upload texture data. */ for (int i = 0; i < (sprite->type == SpriteType::Font ? 1 : ZOOM_LVL_COUNT); i++) { gl_sprite->Update(sprite[i].width, sprite[i].height, i, sprite[i].data); } dest_sprite->height = sprite->height; dest_sprite->width = sprite->width; dest_sprite->x_offs = sprite->x_offs; dest_sprite->y_offs = sprite->y_offs; return dest_sprite; } /** * Render a sprite to the back buffer. * @param gl_sprite Sprite to render. * @param x X position of the sprite. * @param y Y position of the sprite. * @param zoom Zoom level to use. */ void OpenGLBackend::RenderOglSprite(OpenGLSprite *gl_sprite, PaletteID pal, int x, int y, ZoomLevel zoom) { /* Set textures. */ bool rgb = gl_sprite->BindTextures(); _glActiveTexture(GL_TEXTURE0 + 1); _glBindTexture(GL_TEXTURE_1D, this->pal_texture); /* Set palette remap. */ _glActiveTexture(GL_TEXTURE0 + 3); if (pal != PAL_NONE) { _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex); if (pal != this->last_sprite_pal) { /* Different remap palette in use, update texture. */ _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, OpenGLSprite::pal_pbo); _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); _glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, 256, GetNonSprite(GB(pal, 0, PALETTE_WIDTH), SpriteType::Recolour) + 1); _glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RED, GL_UNSIGNED_BYTE, nullptr); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); this->last_sprite_pal = pal; } } else { _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity); } /* Set up shader program. */ Dimension dim = gl_sprite->GetSize(zoom); _glUseProgram(this->sprite_program); _glUniform4f(this->sprite_sprite_loc, (float)x, (float)y, (float)dim.width, (float)dim.height); _glUniform1f(this->sprite_zoom_loc, (float)(zoom - ZOOM_LVL_BEGIN)); _glUniform2f(this->sprite_screen_loc, (float)_screen.width, (float)_screen.height); _glUniform1i(this->sprite_rgb_loc, rgb ? 1 : 0); _glUniform1i(this->sprite_crash_loc, pal == PALETTE_CRASH ? 1 : 0); _glBindVertexArray(this->vao_quad); _glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } /* static */ GLuint OpenGLSprite::dummy_tex[] = { 0, 0 }; /* static */ GLuint OpenGLSprite::pal_identity = 0; /* static */ GLuint OpenGLSprite::pal_tex = 0; /* static */ GLuint OpenGLSprite::pal_pbo = 0; /** * Create all common resources for sprite rendering. * @return True if no error occurred. */ /* static */ bool OpenGLSprite::Create() { _glGenTextures(NUM_TEX, OpenGLSprite::dummy_tex); for (int t = TEX_RGBA; t < NUM_TEX; t++) { _glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[t]); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); /* Load dummy RGBA texture. */ const Colour rgb_pixel(0, 0, 0); _glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[TEX_RGBA]); _glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &rgb_pixel); /* Load dummy remap texture. */ const uint pal = 0; _glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[TEX_REMAP]); _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &pal); /* Create palette remap textures. */ std::array identity_pal; std::iota(std::begin(identity_pal), std::end(identity_pal), 0); /* Permanent texture for identity remap. */ _glGenTextures(1, &OpenGLSprite::pal_identity); _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); _glTexImage1D(GL_TEXTURE_1D, 0, GL_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data()); /* Dynamically updated texture for remaps. */ _glGenTextures(1, &OpenGLSprite::pal_tex); _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); _glTexImage1D(GL_TEXTURE_1D, 0, GL_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data()); /* Pixel buffer for remap updates. */ _glGenBuffers(1, &OpenGLSprite::pal_pbo); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, OpenGLSprite::pal_pbo); _glBufferData(GL_PIXEL_UNPACK_BUFFER, 256, identity_pal.data(), GL_DYNAMIC_DRAW); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); return _glGetError() == GL_NO_ERROR; } /** Free all common resources for sprite rendering. */ /* static */ void OpenGLSprite::Destroy() { _glDeleteTextures(NUM_TEX, OpenGLSprite::dummy_tex); _glDeleteTextures(1, &OpenGLSprite::pal_identity); _glDeleteTextures(1, &OpenGLSprite::pal_tex); if (_glDeleteBuffers != nullptr) _glDeleteBuffers(1, &OpenGLSprite::pal_pbo); } /** * Create an OpenGL sprite with a palette remap part. * @param width Width of the top-level texture. * @param height Height of the top-level texture. * @param levels Number of mip-map levels. * @param components Indicates which sprite components are used. */ OpenGLSprite::OpenGLSprite(uint width, uint height, uint levels, SpriteColourComponent components) { assert(levels > 0); (void)_glGetError(); this->dim.width = width; this->dim.height = height; MemSetT(this->tex, 0, NUM_TEX); _glActiveTexture(GL_TEXTURE0); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); for (int t = TEX_RGBA; t < NUM_TEX; t++) { /* Sprite component present? */ if (t == TEX_RGBA && components == SCC_PAL) continue; if (t == TEX_REMAP && (components & SCC_PAL) != SCC_PAL) continue; /* Allocate texture. */ _glGenTextures(1, &this->tex[t]); _glBindTexture(GL_TEXTURE_2D, this->tex[t]); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, levels - 1); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); /* Set size. */ for (uint i = 0, w = width, h = height; i < levels; i++, w /= 2, h /= 2) { assert(w * h != 0); if (t == TEX_REMAP) { _glTexImage2D(GL_TEXTURE_2D, i, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr); } else { _glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr); } } } assert(_glGetError() == GL_NO_ERROR); } OpenGLSprite::~OpenGLSprite() { _glDeleteTextures(NUM_TEX, this->tex); } /** * Update a single mip-map level with new pixel data. * @param width Width of the level. * @param height Height of the level. * @param level Mip-map level. * @param data New pixel data. */ void OpenGLSprite::Update(uint width, uint height, uint level, const SpriteLoader::CommonPixel * data) { static ReusableBuffer buf_rgba; static ReusableBuffer buf_pal; _glActiveTexture(GL_TEXTURE0); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); if (this->tex[TEX_RGBA] != 0) { /* Unpack pixel data */ size_t size = static_cast(width) * height; Colour *rgba = buf_rgba.Allocate(size); for (size_t i = 0; i < size; i++) { rgba[i].r = data[i].r; rgba[i].g = data[i].g; rgba[i].b = data[i].b; rgba[i].a = data[i].a; } _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_RGBA]); _glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, rgba); } if (this->tex[TEX_REMAP] != 0) { /* Unpack and align pixel data. */ size_t pitch = Align(width, 4); uint8 *pal = buf_pal.Allocate(pitch * height); const SpriteLoader::CommonPixel *row = data; for (uint y = 0; y < height; y++, pal += pitch, row += width) { for (uint x = 0; x < width; x++) { pal[x] = row[x].m; } } _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_REMAP]); _glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, buf_pal.GetBuffer()); } assert(_glGetError() == GL_NO_ERROR); } /** * Query the sprite size at a certain zoom level. * @param level The zoom level to query. * @return Sprite size at the given zoom level. */ inline Dimension OpenGLSprite::GetSize(ZoomLevel level) const { Dimension sd = { (uint)UnScaleByZoomLower(this->dim.width, level), (uint)UnScaleByZoomLower(this->dim.height, level) }; return sd; } /** * Bind textures for rendering this sprite. * @return True if the sprite has RGBA data. */ bool OpenGLSprite::BindTextures() { _glActiveTexture(GL_TEXTURE0); _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_RGBA] != 0 ? this->tex[TEX_RGBA] : OpenGLSprite::dummy_tex[TEX_RGBA]); _glActiveTexture(GL_TEXTURE0 + 2); _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_REMAP] != 0 ? this->tex[TEX_REMAP] : OpenGLSprite::dummy_tex[TEX_REMAP]); return this->tex[TEX_RGBA] != 0; }