OpenTTD Source  1.11.0-beta2
opengl.cpp
1 /* $Id$ */
2 
3 /*
4  * This file is part of OpenTTD.
5  * 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.
6  * 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.
7  * 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/>.
8  */
9 
12 #include "../stdafx.h"
13 
14 /* Define to disable buffer syncing. Will increase max fast forward FPS but produces artifacts. Mainly useful for performance testing. */
15 // #define NO_GL_BUFFER_SYNC
16 /* Define to enable persistent buffer mapping on AMD GPUs. */
17 // #define GL_MAP_PERSISTENT_AMD
18 /* Define to allow software rendering backends. */
19 // #define GL_ALLOW_SOFTWARE_RENDERER
20 
21 #if defined(_WIN32)
22 # include <windows.h>
23 #endif
24 
25 #define GL_GLEXT_PROTOTYPES
26 #if defined(__APPLE__)
27 # include <OpenGL/gl3.h>
28 #else
29 # include <GL/gl.h>
30 #endif
31 #include "../3rdparty/opengl/glext.h"
32 
33 #include "opengl.h"
34 #include "../core/geometry_func.hpp"
35 #include "../core/mem_func.hpp"
36 #include "../core/math_func.hpp"
37 #include "../core/mem_func.hpp"
38 #include "../gfx_func.h"
39 #include "../debug.h"
40 #include "../blitter/factory.hpp"
41 #include "../zoom_func.h"
42 #include <array>
43 #include <numeric>
44 
45 #include "../table/opengl_shader.h"
46 #include "../table/sprites.h"
47 
48 
49 #include "../safeguards.h"
50 
51 
52 /* Define function pointers of all OpenGL functions that we load dynamically. */
53 
54 #define GL(function) static decltype(&function) _ ## function
55 
56 GL(glGetString);
57 GL(glGetIntegerv);
58 GL(glGetError);
59 GL(glDebugMessageControl);
60 GL(glDebugMessageCallback);
61 
62 GL(glDisable);
63 GL(glEnable);
64 GL(glViewport);
65 GL(glClear);
66 GL(glClearColor);
67 GL(glBlendFunc);
68 GL(glDrawArrays);
69 
70 GL(glTexImage1D);
71 GL(glTexImage2D);
72 GL(glTexParameteri);
73 GL(glTexSubImage1D);
74 GL(glTexSubImage2D);
75 GL(glBindTexture);
76 GL(glDeleteTextures);
77 GL(glGenTextures);
78 GL(glPixelStorei);
79 
80 GL(glActiveTexture);
81 
82 GL(glGenBuffers);
83 GL(glDeleteBuffers);
84 GL(glBindBuffer);
85 GL(glBufferData);
86 GL(glBufferSubData);
87 GL(glMapBuffer);
88 GL(glUnmapBuffer);
89 GL(glClearBufferSubData);
90 
91 GL(glBufferStorage);
92 GL(glMapBufferRange);
93 GL(glClientWaitSync);
94 GL(glFenceSync);
95 GL(glDeleteSync);
96 
97 GL(glGenVertexArrays);
98 GL(glDeleteVertexArrays);
99 GL(glBindVertexArray);
100 
101 GL(glCreateProgram);
102 GL(glDeleteProgram);
103 GL(glLinkProgram);
104 GL(glUseProgram);
105 GL(glGetProgramiv);
106 GL(glGetProgramInfoLog);
107 GL(glCreateShader);
108 GL(glDeleteShader);
109 GL(glShaderSource);
110 GL(glCompileShader);
111 GL(glAttachShader);
112 GL(glGetShaderiv);
113 GL(glGetShaderInfoLog);
114 GL(glGetUniformLocation);
115 GL(glUniform1i);
116 GL(glUniform1f);
117 GL(glUniform2f);
118 GL(glUniform4f);
119 
120 GL(glGetAttribLocation);
121 GL(glEnableVertexAttribArray);
122 GL(glDisableVertexAttribArray);
123 GL(glVertexAttribPointer);
124 GL(glBindFragDataLocation);
125 
126 #undef GL
127 
128 
131  float x, y;
132  float u, v;
133 };
134 
136 static const int MAX_CACHED_CURSORS = 48;
137 
138 /* static */ OpenGLBackend *OpenGLBackend::instance = nullptr;
139 
140 GetOGLProcAddressProc GetOGLProcAddress;
141 
149 const char *FindStringInExtensionList(const char *string, const char *substring)
150 {
151  while (1) {
152  /* Is the extension string present at all? */
153  const char *pos = strstr(string, substring);
154  if (pos == nullptr) break;
155 
156  /* Is this a real match, i.e. are the chars before and after the matched string
157  * indeed spaces (or the start or end of the string, respectively)? */
158  const char *end = pos + strlen(substring);
159  if ((pos == string || pos[-1] == ' ') && (*end == ' ' || *end == '\0')) return pos;
160 
161  /* False hit, try again for the remaining string. */
162  string = end;
163  }
164 
165  return nullptr;
166 }
167 
173 static bool IsOpenGLExtensionSupported(const char *extension)
174 {
175  static PFNGLGETSTRINGIPROC glGetStringi = nullptr;
176  static bool glGetStringi_loaded = false;
177 
178  /* Starting with OpenGL 3.0 the preferred API to get the extensions
179  * has changed. Try to load the required function once. */
180  if (!glGetStringi_loaded) {
181  if (IsOpenGLVersionAtLeast(3, 0)) glGetStringi = (PFNGLGETSTRINGIPROC)GetOGLProcAddress("glGetStringi");
182  glGetStringi_loaded = true;
183  }
184 
185  if (glGetStringi != nullptr) {
186  /* New style: Each supported extension can be queried and compared independently. */
187  GLint num_exts;
188  _glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts);
189 
190  for (GLint i = 0; i < num_exts; i++) {
191  const char *entry = (const char *)glGetStringi(GL_EXTENSIONS, i);
192  if (strcmp(entry, extension) == 0) return true;
193  }
194  } else {
195  /* Old style: A single, space-delimited string for all extensions. */
196  return FindStringInExtensionList((const char *)_glGetString(GL_EXTENSIONS), extension) != nullptr;
197  }
198 
199  return false;
200 }
201 
202 static byte _gl_major_ver = 0;
203 static byte _gl_minor_ver = 0;
204 
212 bool IsOpenGLVersionAtLeast(byte major, byte minor)
213 {
214  return (_gl_major_ver > major) || (_gl_major_ver == major && _gl_minor_ver >= minor);
215 }
216 
224 template <typename F>
225 static bool BindGLProc(F &f, const char *name)
226 {
227  f = reinterpret_cast<F>(GetOGLProcAddress(name));
228  return f != nullptr;
229 }
230 
232 static bool BindBasicInfoProcs()
233 {
234  if (!BindGLProc(_glGetString, "glGetString")) return false;
235  if (!BindGLProc(_glGetIntegerv, "glGetIntegerv")) return false;
236  if (!BindGLProc(_glGetError, "glGetError")) return false;
237 
238  return true;
239 }
240 
242 static bool BindBasicOpenGLProcs()
243 {
244  if (!BindGLProc(_glDisable, "glDisable")) return false;
245  if (!BindGLProc(_glEnable, "glEnable")) return false;
246  if (!BindGLProc(_glViewport, "glViewport")) return false;
247  if (!BindGLProc(_glTexImage1D, "glTexImage1D")) return false;
248  if (!BindGLProc(_glTexImage2D, "glTexImage2D")) return false;
249  if (!BindGLProc(_glTexParameteri, "glTexParameteri")) return false;
250  if (!BindGLProc(_glTexSubImage1D, "glTexSubImage1D")) return false;
251  if (!BindGLProc(_glTexSubImage2D, "glTexSubImage2D")) return false;
252  if (!BindGLProc(_glBindTexture, "glBindTexture")) return false;
253  if (!BindGLProc(_glDeleteTextures, "glDeleteTextures")) return false;
254  if (!BindGLProc(_glGenTextures, "glGenTextures")) return false;
255  if (!BindGLProc(_glPixelStorei, "glPixelStorei")) return false;
256  if (!BindGLProc(_glClear, "glClear")) return false;
257  if (!BindGLProc(_glClearColor, "glClearColor")) return false;
258  if (!BindGLProc(_glBlendFunc, "glBlendFunc")) return false;
259  if (!BindGLProc(_glDrawArrays, "glDrawArrays")) return false;
260 
261  return true;
262 }
263 
265 static bool BindTextureExtensions()
266 {
267  if (IsOpenGLVersionAtLeast(1, 3)) {
268  if (!BindGLProc(_glActiveTexture, "glActiveTexture")) return false;
269  } else {
270  if (!BindGLProc(_glActiveTexture, "glActiveTextureARB")) return false;
271  }
272 
273  return true;
274 }
275 
277 static bool BindVBOExtension()
278 {
279  if (IsOpenGLVersionAtLeast(1, 5)) {
280  if (!BindGLProc(_glGenBuffers, "glGenBuffers")) return false;
281  if (!BindGLProc(_glDeleteBuffers, "glDeleteBuffers")) return false;
282  if (!BindGLProc(_glBindBuffer, "glBindBuffer")) return false;
283  if (!BindGLProc(_glBufferData, "glBufferData")) return false;
284  if (!BindGLProc(_glBufferSubData, "glBufferSubData")) return false;
285  if (!BindGLProc(_glMapBuffer, "glMapBuffer")) return false;
286  if (!BindGLProc(_glUnmapBuffer, "glUnmapBuffer")) return false;
287  } else {
288  if (!BindGLProc(_glGenBuffers, "glGenBuffersARB")) return false;
289  if (!BindGLProc(_glDeleteBuffers, "glDeleteBuffersARB")) return false;
290  if (!BindGLProc(_glBindBuffer, "glBindBufferARB")) return false;
291  if (!BindGLProc(_glBufferData, "glBufferDataARB")) return false;
292  if (!BindGLProc(_glBufferSubData, "glBufferSubDataARB")) return false;
293  if (!BindGLProc(_glMapBuffer, "glMapBufferARB")) return false;
294  if (!BindGLProc(_glUnmapBuffer, "glUnmapBufferARB")) return false;
295  }
296 
297  if (IsOpenGLVersionAtLeast(4, 3) || IsOpenGLExtensionSupported("GL_ARB_clear_buffer_object")) {
298  BindGLProc(_glClearBufferSubData, "glClearBufferSubData");
299  } else {
300  _glClearBufferSubData = nullptr;
301  }
302 
303  return true;
304 }
305 
307 static bool BindVBAExtension()
308 {
309  /* The APPLE and ARB variants have different semantics (that don't matter for us).
310  * Successfully getting pointers to one variant doesn't mean it is supported for
311  * the current context. Always check the extension strings as well. */
312  if (IsOpenGLVersionAtLeast(3, 0) || IsOpenGLExtensionSupported("GL_ARB_vertex_array_object")) {
313  if (!BindGLProc(_glGenVertexArrays, "glGenVertexArrays")) return false;
314  if (!BindGLProc(_glDeleteVertexArrays, "glDeleteVertexArrays")) return false;
315  if (!BindGLProc(_glBindVertexArray, "glBindVertexArray")) return false;
316  } else if (IsOpenGLExtensionSupported("GL_APPLE_vertex_array_object")) {
317  if (!BindGLProc(_glGenVertexArrays, "glGenVertexArraysAPPLE")) return false;
318  if (!BindGLProc(_glDeleteVertexArrays, "glDeleteVertexArraysAPPLE")) return false;
319  if (!BindGLProc(_glBindVertexArray, "glBindVertexArrayAPPLE")) return false;
320  }
321 
322  return true;
323 }
324 
326 static bool BindShaderExtensions()
327 {
328  if (IsOpenGLVersionAtLeast(2, 0)) {
329  if (!BindGLProc(_glCreateProgram, "glCreateProgram")) return false;
330  if (!BindGLProc(_glDeleteProgram, "glDeleteProgram")) return false;
331  if (!BindGLProc(_glLinkProgram, "glLinkProgram")) return false;
332  if (!BindGLProc(_glUseProgram, "glUseProgram")) return false;
333  if (!BindGLProc(_glGetProgramiv, "glGetProgramiv")) return false;
334  if (!BindGLProc(_glGetProgramInfoLog, "glGetProgramInfoLog")) return false;
335  if (!BindGLProc(_glCreateShader, "glCreateShader")) return false;
336  if (!BindGLProc(_glDeleteShader, "glDeleteShader")) return false;
337  if (!BindGLProc(_glShaderSource, "glShaderSource")) return false;
338  if (!BindGLProc(_glCompileShader, "glCompileShader")) return false;
339  if (!BindGLProc(_glAttachShader, "glAttachShader")) return false;
340  if (!BindGLProc(_glGetShaderiv, "glGetShaderiv")) return false;
341  if (!BindGLProc(_glGetShaderInfoLog, "glGetShaderInfoLog")) return false;
342  if (!BindGLProc(_glGetUniformLocation, "glGetUniformLocation")) return false;
343  if (!BindGLProc(_glUniform1i, "glUniform1i")) return false;
344  if (!BindGLProc(_glUniform1f, "glUniform1f")) return false;
345  if (!BindGLProc(_glUniform2f, "glUniform2f")) return false;
346  if (!BindGLProc(_glUniform4f, "glUniform4f")) return false;
347 
348  if (!BindGLProc(_glGetAttribLocation, "glGetAttribLocation")) return false;
349  if (!BindGLProc(_glEnableVertexAttribArray, "glEnableVertexAttribArray")) return false;
350  if (!BindGLProc(_glDisableVertexAttribArray, "glDisableVertexAttribArray")) return false;
351  if (!BindGLProc(_glVertexAttribPointer, "glVertexAttribPointer")) return false;
352  } else {
353  /* In the ARB extension programs and shaders are in the same object space. */
354  if (!BindGLProc(_glCreateProgram, "glCreateProgramObjectARB")) return false;
355  if (!BindGLProc(_glDeleteProgram, "glDeleteObjectARB")) return false;
356  if (!BindGLProc(_glLinkProgram, "glLinkProgramARB")) return false;
357  if (!BindGLProc(_glUseProgram, "glUseProgramObjectARB")) return false;
358  if (!BindGLProc(_glGetProgramiv, "glGetObjectParameterivARB")) return false;
359  if (!BindGLProc(_glGetProgramInfoLog, "glGetInfoLogARB")) return false;
360  if (!BindGLProc(_glCreateShader, "glCreateShaderObjectARB")) return false;
361  if (!BindGLProc(_glDeleteShader, "glDeleteObjectARB")) return false;
362  if (!BindGLProc(_glShaderSource, "glShaderSourceARB")) return false;
363  if (!BindGLProc(_glCompileShader, "glCompileShaderARB")) return false;
364  if (!BindGLProc(_glAttachShader, "glAttachObjectARB")) return false;
365  if (!BindGLProc(_glGetShaderiv, "glGetObjectParameterivARB")) return false;
366  if (!BindGLProc(_glGetShaderInfoLog, "glGetInfoLogARB")) return false;
367  if (!BindGLProc(_glGetUniformLocation, "glGetUniformLocationARB")) return false;
368  if (!BindGLProc(_glUniform1i, "glUniform1iARB")) return false;
369  if (!BindGLProc(_glUniform1f, "glUniform1fARB")) return false;
370  if (!BindGLProc(_glUniform2f, "glUniform2fARB")) return false;
371  if (!BindGLProc(_glUniform4f, "glUniform4fARB")) return false;
372 
373  if (!BindGLProc(_glGetAttribLocation, "glGetAttribLocationARB")) return false;
374  if (!BindGLProc(_glEnableVertexAttribArray, "glEnableVertexAttribArrayARB")) return false;
375  if (!BindGLProc(_glDisableVertexAttribArray, "glDisableVertexAttribArrayARB")) return false;
376  if (!BindGLProc(_glVertexAttribPointer, "glVertexAttribPointerARB")) return false;
377  }
378 
379  /* Bind functions only needed when using GLSL 1.50 shaders. */
380  if (IsOpenGLVersionAtLeast(3, 0)) {
381  BindGLProc(_glBindFragDataLocation, "glBindFragDataLocation");
382  } else if (IsOpenGLExtensionSupported("GL_EXT_gpu_shader4")) {
383  BindGLProc(_glBindFragDataLocation, "glBindFragDataLocationEXT");
384  } else {
385  _glBindFragDataLocation = nullptr;
386  }
387 
388  return true;
389 }
390 
392 static bool BindPersistentBufferExtensions()
393 {
394  /* Optional functions for persistent buffer mapping. */
395  if (IsOpenGLVersionAtLeast(3, 0)) {
396  if (!BindGLProc(_glMapBufferRange, "glMapBufferRange")) return false;
397  }
398  if (IsOpenGLVersionAtLeast(4, 4) || IsOpenGLExtensionSupported("GL_ARB_buffer_storage")) {
399  if (!BindGLProc(_glBufferStorage, "glBufferStorage")) return false;
400  }
401 #ifndef NO_GL_BUFFER_SYNC
402  if (IsOpenGLVersionAtLeast(3, 2) || IsOpenGLExtensionSupported("GL_ARB_sync")) {
403  if (!BindGLProc(_glClientWaitSync, "glClientWaitSync")) return false;
404  if (!BindGLProc(_glFenceSync, "glFenceSync")) return false;
405  if (!BindGLProc(_glDeleteSync, "glDeleteSync")) return false;
406  }
407 #endif
408 
409  return true;
410 }
411 
413 void APIENTRY DebugOutputCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
414 {
415  /* Make severity human readable. */
416  const char *severity_str = "";
417  switch (severity) {
418  case GL_DEBUG_SEVERITY_HIGH: severity_str = "high"; break;
419  case GL_DEBUG_SEVERITY_MEDIUM: severity_str = "medium"; break;
420  case GL_DEBUG_SEVERITY_LOW: severity_str = "low"; break;
421  }
422 
423  /* Make type human readable.*/
424  const char *type_str = "Other";
425  switch (type) {
426  case GL_DEBUG_TYPE_ERROR: type_str = "Error"; break;
427  case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: type_str = "Deprecated"; break;
428  case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: type_str = "Undefined behaviour"; break;
429  case GL_DEBUG_TYPE_PERFORMANCE: type_str = "Performance"; break;
430  case GL_DEBUG_TYPE_PORTABILITY: type_str = "Portability"; break;
431  }
432 
433  DEBUG(driver, 6, "OpenGL: %s (%s) - %s", type_str, severity_str, message);
434 }
435 
437 void SetupDebugOutput()
438 {
439 #ifndef NO_DEBUG_MESSAGES
440  if (_debug_driver_level < 6) return;
441 
442  if (IsOpenGLVersionAtLeast(4, 3)) {
443  BindGLProc(_glDebugMessageControl, "glDebugMessageControl");
444  BindGLProc(_glDebugMessageCallback, "glDebugMessageCallback");
445  } else if (IsOpenGLExtensionSupported("GL_ARB_debug_output")) {
446  BindGLProc(_glDebugMessageControl, "glDebugMessageControlARB");
447  BindGLProc(_glDebugMessageCallback, "glDebugMessageCallbackARB");
448  }
449 
450  if (_glDebugMessageControl != nullptr && _glDebugMessageCallback != nullptr) {
451  /* Enable debug output. As synchronous debug output costs performance, we only enable it with a high debug level. */
452  _glEnable(GL_DEBUG_OUTPUT);
453  if (_debug_driver_level >= 8) _glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
454 
455  _glDebugMessageCallback(&DebugOutputCallback, nullptr);
456  /* Enable all messages on highest debug level.*/
457  _glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, _debug_driver_level >= 9 ? GL_TRUE : GL_FALSE);
458  /* Get debug messages for errors and undefined/deprecated behaviour. */
459  _glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
460  _glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
461  _glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
462  }
463 #endif
464 }
465 
471 /* static */ const char *OpenGLBackend::Create(GetOGLProcAddressProc get_proc)
472 {
474 
475  GetOGLProcAddress = get_proc;
476 
478  return OpenGLBackend::instance->Init();
479 }
480 
484 /* static */ void OpenGLBackend::Destroy()
485 {
487  OpenGLBackend::instance = nullptr;
488 }
489 
493 OpenGLBackend::OpenGLBackend() : cursor_cache(MAX_CACHED_CURSORS)
494 {
495 }
496 
501 {
502  if (_glDeleteProgram != nullptr) {
503  _glDeleteProgram(this->remap_program);
504  _glDeleteProgram(this->vid_program);
505  _glDeleteProgram(this->pal_program);
506  _glDeleteProgram(this->sprite_program);
507  }
508  if (_glDeleteVertexArrays != nullptr) _glDeleteVertexArrays(1, &this->vao_quad);
509  if (_glDeleteBuffers != nullptr) {
510  _glDeleteBuffers(1, &this->vbo_quad);
511  _glDeleteBuffers(1, &this->vid_pbo);
512  _glDeleteBuffers(1, &this->anim_pbo);
513  }
514  if (_glDeleteTextures != nullptr) {
517 
518  _glDeleteTextures(1, &this->vid_texture);
519  _glDeleteTextures(1, &this->anim_texture);
520  _glDeleteTextures(1, &this->pal_texture);
521  }
522 }
523 
528 const char *OpenGLBackend::Init()
529 {
530  if (!BindBasicInfoProcs()) return "OpenGL not supported";
531 
532  /* Always query the supported OpenGL version as the current context might have changed. */
533  const char *ver = (const char *)_glGetString(GL_VERSION);
534  const char *vend = (const char *)_glGetString(GL_VENDOR);
535  const char *renderer = (const char *)_glGetString(GL_RENDERER);
536 
537  if (ver == nullptr || vend == nullptr || renderer == nullptr) return "OpenGL not supported";
538 
539  DEBUG(driver, 1, "OpenGL driver: %s - %s (%s)", vend, renderer, ver);
540 
541 #ifndef GL_ALLOW_SOFTWARE_RENDERER
542  /* Don't use MESA software rendering backends as they are slower than
543  * just using a non-OpenGL video driver. */
544  if (strncmp(renderer, "llvmpipe", 8) == 0 || strncmp(renderer, "softpipe", 8) == 0) return "Software renderer detected, not using OpenGL";
545 #endif
546 
547  const char *minor = strchr(ver, '.');
548  _gl_major_ver = atoi(ver);
549  _gl_minor_ver = minor != nullptr ? atoi(minor + 1) : 0;
550 
551  if (!BindBasicOpenGLProcs()) return "Failed to bind basic OpenGL functions.";
552 
553  SetupDebugOutput();
554 
555  /* OpenGL 1.3 is the absolute minimum. */
556  if (!IsOpenGLVersionAtLeast(1, 3)) return "OpenGL version >= 1.3 required";
557  /* Check for non-power-of-two texture support. */
558  if (!IsOpenGLVersionAtLeast(2, 0) && !IsOpenGLExtensionSupported("GL_ARB_texture_non_power_of_two")) return "Non-power-of-two textures not supported";
559  /* Check for single element texture formats. */
560  if (!IsOpenGLVersionAtLeast(3, 0) && !IsOpenGLExtensionSupported("GL_ARB_texture_rg")) return "Single element texture formats not supported";
561  if (!BindTextureExtensions()) return "Failed to bind texture extension functions";
562  /* Check for vertex buffer objects. */
563  if (!IsOpenGLVersionAtLeast(1, 5) && !IsOpenGLExtensionSupported("ARB_vertex_buffer_object")) return "Vertex buffer objects not supported";
564  if (!BindVBOExtension()) return "Failed to bind VBO extension functions";
565  /* Check for pixel buffer objects. */
566  if (!IsOpenGLVersionAtLeast(2, 1) && !IsOpenGLExtensionSupported("GL_ARB_pixel_buffer_object")) return "Pixel buffer objects not supported";
567  /* Check for vertex array objects. */
568  if (!IsOpenGLVersionAtLeast(3, 0) && (!IsOpenGLExtensionSupported("GL_ARB_vertex_array_object") || !IsOpenGLExtensionSupported("GL_APPLE_vertex_array_object"))) return "Vertex array objects not supported";
569  if (!BindVBAExtension()) return "Failed to bind VBA extension functions";
570  /* Check for shader objects. */
571  if (!IsOpenGLVersionAtLeast(2, 0) && (!IsOpenGLExtensionSupported("GL_ARB_shader_objects") || !IsOpenGLExtensionSupported("GL_ARB_fragment_shader") || !IsOpenGLExtensionSupported("GL_ARB_vertex_shader"))) return "No shader support";
572  if (!BindShaderExtensions()) return "Failed to bind shader extension functions";
573  if (IsOpenGLVersionAtLeast(3, 2) && _glBindFragDataLocation == nullptr) return "OpenGL claims to support version 3.2 but doesn't have glBindFragDataLocation";
574 
575  this->persistent_mapping_supported = IsOpenGLVersionAtLeast(3, 0) && (IsOpenGLVersionAtLeast(4, 4) || IsOpenGLExtensionSupported("GL_ARB_buffer_storage"));
576 #ifndef NO_GL_BUFFER_SYNC
577  this->persistent_mapping_supported = this->persistent_mapping_supported && (IsOpenGLVersionAtLeast(3, 2) || IsOpenGLExtensionSupported("GL_ARB_sync"));
578 #endif
579 
580 #ifndef GL_MAP_PERSISTENT_AMD
581  if (this->persistent_mapping_supported && (strstr(vend, "AMD") != nullptr || strstr(renderer, "Radeon") != nullptr)) {
582  /* AMD GPUs seem to perform badly with persistent buffer mapping, disable it for them. */
583  DEBUG(driver, 3, "OpenGL: Detected AMD GPU, not using persistent buffer mapping due to performance problems");
584  this->persistent_mapping_supported = false;
585  }
586 #endif
587 
588  if (this->persistent_mapping_supported && !BindPersistentBufferExtensions()) {
589  DEBUG(driver, 1, "OpenGL claims to support persistent buffer mapping but doesn't export all functions, not using persistent mapping.");
590  this->persistent_mapping_supported = false;
591  }
592  if (this->persistent_mapping_supported) DEBUG(driver, 3, "OpenGL: Using persistent buffer mapping");
593 
594  /* Check available texture units. */
595  GLint max_tex_units = 0;
596  _glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_tex_units);
597  if (max_tex_units < 4) return "Not enough simultaneous textures supported";
598 
599  DEBUG(driver, 2, "OpenGL shading language version: %s, texture units = %d", (const char *)_glGetString(GL_SHADING_LANGUAGE_VERSION), (int)max_tex_units);
600 
601  if (!this->InitShaders()) return "Failed to initialize shaders";
602 
603  /* Setup video buffer texture. */
604  _glGenTextures(1, &this->vid_texture);
605  _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
606  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
607  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
608  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
609  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
610  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
611  _glBindTexture(GL_TEXTURE_2D, 0);
612  if (_glGetError() != GL_NO_ERROR) return "Can't generate video buffer texture";
613 
614  /* Setup video buffer texture. */
615  _glGenTextures(1, &this->anim_texture);
616  _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
617  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
618  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
619  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
620  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
621  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
622  _glBindTexture(GL_TEXTURE_2D, 0);
623  if (_glGetError() != GL_NO_ERROR) return "Can't generate animation buffer texture";
624 
625  /* Setup palette texture. */
626  _glGenTextures(1, &this->pal_texture);
627  _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
628  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
629  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
630  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0);
631  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
632  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
633  _glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, 256, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
634  _glBindTexture(GL_TEXTURE_1D, 0);
635  if (_glGetError() != GL_NO_ERROR) return "Can't generate palette lookup texture";
636 
637  /* Bind uniforms in rendering shader program. */
638  GLint tex_location = _glGetUniformLocation(this->vid_program, "colour_tex");
639  GLint palette_location = _glGetUniformLocation(this->vid_program, "palette");
640  GLint sprite_location = _glGetUniformLocation(this->vid_program, "sprite");
641  GLint screen_location = _glGetUniformLocation(this->vid_program, "screen");
642  _glUseProgram(this->vid_program);
643  _glUniform1i(tex_location, 0); // Texture unit 0.
644  _glUniform1i(palette_location, 1); // Texture unit 1.
645  /* Values that result in no transform. */
646  _glUniform4f(sprite_location, 0.0f, 0.0f, 1.0f, 1.0f);
647  _glUniform2f(screen_location, 1.0f, 1.0f);
648 
649  /* Bind uniforms in palette rendering shader program. */
650  tex_location = _glGetUniformLocation(this->pal_program, "colour_tex");
651  palette_location = _glGetUniformLocation(this->pal_program, "palette");
652  sprite_location = _glGetUniformLocation(this->pal_program, "sprite");
653  screen_location = _glGetUniformLocation(this->pal_program, "screen");
654  _glUseProgram(this->pal_program);
655  _glUniform1i(tex_location, 0); // Texture unit 0.
656  _glUniform1i(palette_location, 1); // Texture unit 1.
657  _glUniform4f(sprite_location, 0.0f, 0.0f, 1.0f, 1.0f);
658  _glUniform2f(screen_location, 1.0f, 1.0f);
659 
660  /* Bind uniforms in remap shader program. */
661  tex_location = _glGetUniformLocation(this->remap_program, "colour_tex");
662  palette_location = _glGetUniformLocation(this->remap_program, "palette");
663  GLint remap_location = _glGetUniformLocation(this->remap_program, "remap_tex");
664  this->remap_sprite_loc = _glGetUniformLocation(this->remap_program, "sprite");
665  this->remap_screen_loc = _glGetUniformLocation(this->remap_program, "screen");
666  this->remap_zoom_loc = _glGetUniformLocation(this->remap_program, "zoom");
667  this->remap_rgb_loc = _glGetUniformLocation(this->remap_program, "rgb");
668  _glUseProgram(this->remap_program);
669  _glUniform1i(tex_location, 0); // Texture unit 0.
670  _glUniform1i(palette_location, 1); // Texture unit 1.
671  _glUniform1i(remap_location, 2); // Texture unit 2.
672 
673  /* Bind uniforms in sprite shader program. */
674  tex_location = _glGetUniformLocation(this->sprite_program, "colour_tex");
675  palette_location = _glGetUniformLocation(this->sprite_program, "palette");
676  remap_location = _glGetUniformLocation(this->sprite_program, "remap_tex");
677  GLint pal_location = _glGetUniformLocation(this->sprite_program, "pal");
678  this->sprite_sprite_loc = _glGetUniformLocation(this->sprite_program, "sprite");
679  this->sprite_screen_loc = _glGetUniformLocation(this->sprite_program, "screen");
680  this->sprite_zoom_loc = _glGetUniformLocation(this->sprite_program, "zoom");
681  this->sprite_rgb_loc = _glGetUniformLocation(this->sprite_program, "rgb");
682  this->sprite_crash_loc = _glGetUniformLocation(this->sprite_program, "crash");
683  _glUseProgram(this->sprite_program);
684  _glUniform1i(tex_location, 0); // Texture unit 0.
685  _glUniform1i(palette_location, 1); // Texture unit 1.
686  _glUniform1i(remap_location, 2); // Texture unit 2.
687  _glUniform1i(pal_location, 3); // Texture unit 3.
688  (void)_glGetError(); // Clear errors.
689 
690  /* Create pixel buffer object as video buffer storage. */
691  _glGenBuffers(1, &this->vid_pbo);
692  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
693  _glGenBuffers(1, &this->anim_pbo);
694  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
695  if (_glGetError() != GL_NO_ERROR) return "Can't allocate pixel buffer for video buffer";
696 
697  /* Prime vertex buffer with a full-screen quad and store
698  * the corresponding state in a vertex array object. */
699  static const Simple2DVertex vert_array[] = {
700  // x y u v
701  { 1.f, -1.f, 1.f, 1.f },
702  { 1.f, 1.f, 1.f, 0.f },
703  { -1.f, -1.f, 0.f, 1.f },
704  { -1.f, 1.f, 0.f, 0.f },
705  };
706 
707  /* Create VAO. */
708  _glGenVertexArrays(1, &this->vao_quad);
709  _glBindVertexArray(this->vao_quad);
710 
711  /* Create and fill VBO. */
712  _glGenBuffers(1, &this->vbo_quad);
713  _glBindBuffer(GL_ARRAY_BUFFER, this->vbo_quad);
714  _glBufferData(GL_ARRAY_BUFFER, sizeof(vert_array), vert_array, GL_STATIC_DRAW);
715  if (_glGetError() != GL_NO_ERROR) return "Can't generate VBO for fullscreen quad";
716 
717  /* Set vertex state. */
718  GLint loc_position = _glGetAttribLocation(this->vid_program, "position");
719  GLint colour_position = _glGetAttribLocation(this->vid_program, "colour_uv");
720  _glEnableVertexAttribArray(loc_position);
721  _glEnableVertexAttribArray(colour_position);
722  _glVertexAttribPointer(loc_position, 2, GL_FLOAT, GL_FALSE, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, x));
723  _glVertexAttribPointer(colour_position, 2, GL_FLOAT, GL_FALSE, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, u));
724  _glBindVertexArray(0);
725 
726  /* Create resources for sprite rendering. */
727  if (!OpenGLSprite::Create()) return "Failed to create sprite rendering resources";
728 
729  this->PrepareContext();
730  (void)_glGetError(); // Clear errors.
731 
732  return nullptr;
733 }
734 
735 void OpenGLBackend::PrepareContext()
736 {
737  _glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
738  _glDisable(GL_DEPTH_TEST);
739  /* Enable alpha blending using the src alpha factor. */
740  _glEnable(GL_BLEND);
741  _glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
742 }
743 
749 static bool VerifyShader(GLuint shader)
750 {
751  static ReusableBuffer<char> log_buf;
752 
753  GLint result = GL_FALSE;
754  _glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
755 
756  /* Output log if there is one. */
757  GLint log_len = 0;
758  _glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len);
759  if (log_len > 0) {
760  _glGetShaderInfoLog(shader, log_len, nullptr, log_buf.Allocate(log_len));
761  DEBUG(driver, result != GL_TRUE ? 0 : 2, "%s", log_buf.GetBuffer()); // Always print on failure.
762  }
763 
764  return result == GL_TRUE;
765 }
766 
772 static bool VerifyProgram(GLuint program)
773 {
774  static ReusableBuffer<char> log_buf;
775 
776  GLint result = GL_FALSE;
777  _glGetProgramiv(program, GL_LINK_STATUS, &result);
778 
779  /* Output log if there is one. */
780  GLint log_len = 0;
781  _glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len);
782  if (log_len > 0) {
783  _glGetProgramInfoLog(program, log_len, nullptr, log_buf.Allocate(log_len));
784  DEBUG(driver, result != GL_TRUE ? 0 : 2, "%s", log_buf.GetBuffer()); // Always print on failure.
785  }
786 
787  return result == GL_TRUE;
788 }
789 
795 {
796  const char *ver = (const char *)_glGetString(GL_SHADING_LANGUAGE_VERSION);
797  if (ver == nullptr) return false;
798 
799  int glsl_major = ver[0] - '0';
800  int glsl_minor = ver[2] - '0';
801 
802  bool glsl_150 = (IsOpenGLVersionAtLeast(3, 2) || glsl_major > 1 || (glsl_major == 1 && glsl_minor >= 5)) && _glBindFragDataLocation != nullptr;
803 
804  /* Create vertex shader. */
805  GLuint vert_shader = _glCreateShader(GL_VERTEX_SHADER);
806  _glShaderSource(vert_shader, glsl_150 ? lengthof(_vertex_shader_sprite_150) : lengthof(_vertex_shader_sprite), glsl_150 ? _vertex_shader_sprite_150 : _vertex_shader_sprite, nullptr);
807  _glCompileShader(vert_shader);
808  if (!VerifyShader(vert_shader)) return false;
809 
810  /* Create fragment shader for plain RGBA. */
811  GLuint frag_shader_rgb = _glCreateShader(GL_FRAGMENT_SHADER);
812  _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);
813  _glCompileShader(frag_shader_rgb);
814  if (!VerifyShader(frag_shader_rgb)) return false;
815 
816  /* Create fragment shader for paletted only. */
817  GLuint frag_shader_pal = _glCreateShader(GL_FRAGMENT_SHADER);
818  _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);
819  _glCompileShader(frag_shader_pal);
820  if (!VerifyShader(frag_shader_pal)) return false;
821 
822  /* Sprite remap fragment shader. */
823  GLuint remap_shader = _glCreateShader(GL_FRAGMENT_SHADER);
825  _glCompileShader(remap_shader);
826  if (!VerifyShader(remap_shader)) return false;
827 
828  /* Sprite fragment shader. */
829  GLuint sprite_shader = _glCreateShader(GL_FRAGMENT_SHADER);
830  _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);
831  _glCompileShader(sprite_shader);
832  if (!VerifyShader(sprite_shader)) return false;
833 
834  /* Link shaders to program. */
835  this->vid_program = _glCreateProgram();
836  _glAttachShader(this->vid_program, vert_shader);
837  _glAttachShader(this->vid_program, frag_shader_rgb);
838 
839  this->pal_program = _glCreateProgram();
840  _glAttachShader(this->pal_program, vert_shader);
841  _glAttachShader(this->pal_program, frag_shader_pal);
842 
843  this->remap_program = _glCreateProgram();
844  _glAttachShader(this->remap_program, vert_shader);
845  _glAttachShader(this->remap_program, remap_shader);
846 
847  this->sprite_program = _glCreateProgram();
848  _glAttachShader(this->sprite_program, vert_shader);
849  _glAttachShader(this->sprite_program, sprite_shader);
850 
851  if (glsl_150) {
852  /* Bind fragment shader outputs. */
853  _glBindFragDataLocation(this->vid_program, 0, "colour");
854  _glBindFragDataLocation(this->pal_program, 0, "colour");
855  _glBindFragDataLocation(this->remap_program, 0, "colour");
856  _glBindFragDataLocation(this->sprite_program, 0, "colour");
857  }
858 
859  _glLinkProgram(this->vid_program);
860  if (!VerifyProgram(this->vid_program)) return false;
861 
862  _glLinkProgram(this->pal_program);
863  if (!VerifyProgram(this->pal_program)) return false;
864 
865  _glLinkProgram(this->remap_program);
866  if (!VerifyProgram(this->remap_program)) return false;
867 
868  _glLinkProgram(this->sprite_program);
869  if (!VerifyProgram(this->sprite_program)) return false;
870 
871  _glDeleteShader(vert_shader);
872  _glDeleteShader(frag_shader_rgb);
873  _glDeleteShader(frag_shader_pal);
874  _glDeleteShader(remap_shader);
875  _glDeleteShader(sprite_shader);
876 
877  return true;
878 }
879 
887 bool OpenGLBackend::Resize(int w, int h, bool force)
888 {
889  if (!force && _screen.width == w && _screen.height == h) return false;
890 
892  int pitch = Align(w, 4);
893 
894  _glViewport(0, 0, w, h);
895 
896  this->vid_buffer = nullptr;
897  if (this->persistent_mapping_supported) {
898  _glDeleteBuffers(1, &this->vid_pbo);
899  _glGenBuffers(1, &this->vid_pbo);
900  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
901  _glBufferStorage(GL_PIXEL_UNPACK_BUFFER, pitch * h * bpp / 8, nullptr, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_CLIENT_STORAGE_BIT);
902  } else {
903  /* Re-allocate video buffer texture and backing store. */
904  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
905  _glBufferData(GL_PIXEL_UNPACK_BUFFER, pitch * h * bpp / 8, nullptr, GL_DYNAMIC_DRAW);
906  }
907 
908  if (bpp == 32) {
909  /* Initialize backing store alpha to opaque for 32bpp modes. */
910  Colour black(0, 0, 0);
911  if (_glClearBufferSubData != nullptr) {
912  _glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_RGBA8, 0, pitch * h * bpp / 8, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &black.data);
913  } else {
914  uint32 *buf = (uint32 *)_glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
915  for (int i = 0; i < pitch * h; i++) {
916  *buf++ = black.data;
917  }
918  _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
919  }
920  }
921  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
922 
923  _glActiveTexture(GL_TEXTURE0);
924  _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
925  switch (bpp) {
926  case 8:
927  _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
928  break;
929 
930  default:
931  _glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
932  break;
933  }
934 
935  /* Does this blitter need a separate animation buffer? */
936  if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
937  this->anim_buffer = nullptr;
938  if (this->persistent_mapping_supported) {
939  _glDeleteBuffers(1, &this->anim_pbo);
940  _glGenBuffers(1, &this->anim_pbo);
941  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
942  _glBufferStorage(GL_PIXEL_UNPACK_BUFFER, pitch * h, nullptr, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_CLIENT_STORAGE_BIT);
943  } else {
944  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
945  _glBufferData(GL_PIXEL_UNPACK_BUFFER, pitch * h, nullptr, GL_DYNAMIC_DRAW);
946  }
947  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
948 
949  _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
950  _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
951  } else {
952  if (this->anim_buffer != nullptr) {
953  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
954  _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
955  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
956  this->anim_buffer = nullptr;
957  }
958 
959  /* Allocate dummy texture that always reads as 0 == no remap. */
960  uint dummy = 0;
961  _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
962  _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
963  _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &dummy);
964  }
965 
966  _glBindTexture(GL_TEXTURE_2D, 0);
967 
968  /* Set new viewport. */
969  _screen.height = h;
970  _screen.width = w;
971  _screen.pitch = pitch;
972  _screen.dst_ptr = nullptr;
973 
974  /* Update screen size in remap shader program. */
975  _glUseProgram(this->remap_program);
976  _glUniform2f(this->remap_screen_loc, (float)_screen.width, (float)_screen.height);
977 
978  return true;
979 }
980 
987 void OpenGLBackend::UpdatePalette(const Colour *pal, uint first, uint length)
988 {
989  assert(first + length <= 256);
990 
991  _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
992  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
993  _glActiveTexture(GL_TEXTURE1);
994  _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
995  _glTexSubImage1D(GL_TEXTURE_1D, 0, first, length, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pal + first);
996 }
997 
1002 {
1003  _glClear(GL_COLOR_BUFFER_BIT);
1004 
1005  _glDisable(GL_BLEND);
1006 
1007  /* Blit video buffer to screen. */
1008  _glActiveTexture(GL_TEXTURE0);
1009  _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
1010  _glActiveTexture(GL_TEXTURE1);
1011  _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
1012  /* Is the blitter relying on a separate animation buffer? */
1013  if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
1014  _glActiveTexture(GL_TEXTURE2);
1015  _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
1016  _glUseProgram(this->remap_program);
1017  _glUniform4f(this->remap_sprite_loc, 0.0f, 0.0f, 1.0f, 1.0f);
1018  _glUniform2f(this->remap_screen_loc, 1.0f, 1.0f);
1019  _glUniform1f(this->remap_zoom_loc, 0);
1020  _glUniform1i(this->remap_rgb_loc, 1);
1021  } else {
1022  _glUseProgram(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 8 ? this->pal_program : this->vid_program);
1023  }
1024  _glBindVertexArray(this->vao_quad);
1025  _glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1026 
1027  _glEnable(GL_BLEND);
1028 }
1029 
1034 {
1035  /* Draw cursor on screen */
1036  _cur_dpi = &_screen;
1037  for (uint i = 0; i < _cursor.sprite_count; ++i) {
1038  SpriteID sprite = _cursor.sprite_seq[i].sprite;
1039  const Sprite *spr = GetSprite(sprite, ST_NORMAL);
1040 
1041  if (!this->cursor_cache.Contains(sprite)) {
1042  Sprite *old = this->cursor_cache.Insert(sprite, (Sprite *)GetRawSprite(sprite, ST_NORMAL, &SimpleSpriteAlloc, this));
1043  if (old != nullptr) {
1044  OpenGLSprite *sprite = (OpenGLSprite *)old->data;
1045  sprite->~OpenGLSprite();
1046  free(old);
1047  }
1048  }
1049 
1050  this->RenderOglSprite((OpenGLSprite *)this->cursor_cache.Get(sprite)->data, _cursor.sprite_seq[i].pal,
1051  _cursor.pos.x + _cursor.sprite_pos[i].x + UnScaleByZoom(spr->x_offs, ZOOM_LVL_GUI),
1052  _cursor.pos.y + _cursor.sprite_pos[i].y + UnScaleByZoom(spr->y_offs, ZOOM_LVL_GUI),
1053  ZOOM_LVL_GUI);
1054  }
1055 }
1056 
1061 {
1062  this->last_sprite_pal = (PaletteID)-1;
1063 
1064  Sprite *sp;
1065  while ((sp = this->cursor_cache.Pop()) != nullptr) {
1066  OpenGLSprite *sprite = (OpenGLSprite *)sp->data;
1067  sprite->~OpenGLSprite();
1068  free(sp);
1069  }
1070 }
1071 
1077 {
1078 #ifndef NO_GL_BUFFER_SYNC
1079  if (this->sync_vid_mapping != nullptr) _glClientWaitSync(this->sync_vid_mapping, GL_SYNC_FLUSH_COMMANDS_BIT, 10000000);
1080 #endif
1081 
1082  if (!this->persistent_mapping_supported) {
1083  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
1084  this->vid_buffer = _glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
1085  } else if (this->vid_buffer == nullptr) {
1086  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
1087  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);
1088  }
1089 
1090  return this->vid_buffer;
1091 }
1092 
1098 {
1099  if (this->anim_pbo == 0) return nullptr;
1100 
1101 #ifndef NO_GL_BUFFER_SYNC
1102  if (this->sync_anim_mapping != nullptr) _glClientWaitSync(this->sync_anim_mapping, GL_SYNC_FLUSH_COMMANDS_BIT, 10000000);
1103 #endif
1104 
1105  if (!this->persistent_mapping_supported) {
1106  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
1107  this->anim_buffer = _glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
1108  } else if (this->anim_buffer == nullptr) {
1109  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
1110  this->anim_buffer = _glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, _screen.pitch * _screen.height, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
1111  }
1112 
1113  return (uint8 *)this->anim_buffer;
1114 }
1115 
1120 void OpenGLBackend::ReleaseVideoBuffer(const Rect &update_rect)
1121 {
1122  assert(this->vid_pbo != 0);
1123 
1124  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
1125  if (!this->persistent_mapping_supported) {
1126  _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
1127  this->vid_buffer = nullptr;
1128  }
1129 
1130 #ifndef NO_GL_BUFFER_SYNC
1131  if (this->persistent_mapping_supported) {
1132  _glDeleteSync(this->sync_vid_mapping);
1133  this->sync_vid_mapping = nullptr;
1134  }
1135 #endif
1136 
1137  /* Update changed rect of the video buffer texture. */
1138  if (!IsEmptyRect(update_rect)) {
1139  _glActiveTexture(GL_TEXTURE0);
1140  _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
1141  _glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
1142  switch (BlitterFactory::GetCurrentBlitter()->GetScreenDepth()) {
1143  case 8:
1144  _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));
1145  break;
1146 
1147  default:
1148  _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));
1149  break;
1150  }
1151 
1152 #ifndef NO_GL_BUFFER_SYNC
1153  if (this->persistent_mapping_supported) this->sync_vid_mapping = _glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
1154 #endif
1155  }
1156 }
1157 
1162 void OpenGLBackend::ReleaseAnimBuffer(const Rect &update_rect)
1163 {
1164  if (this->anim_pbo == 0) return;
1165 
1166  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
1167  if (!this->persistent_mapping_supported) {
1168  _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
1169  this->anim_buffer = nullptr;
1170  }
1171 
1172 #ifndef NO_GL_BUFFER_SYNC
1173  if (this->persistent_mapping_supported) {
1174  _glDeleteSync(this->sync_anim_mapping);
1175  this->sync_anim_mapping = nullptr;
1176  }
1177 #endif
1178 
1179  /* Update changed rect of the video buffer texture. */
1180  if (update_rect.left != update_rect.right) {
1181  _glActiveTexture(GL_TEXTURE0);
1182  _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
1183  _glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
1184  _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));
1185 
1186 #ifndef NO_GL_BUFFER_SYNC
1187  if (this->persistent_mapping_supported) this->sync_anim_mapping = _glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
1188 #endif
1189  }
1190 }
1191 
1192 /* virtual */ Sprite *OpenGLBackend::Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator)
1193 {
1194  /* Allocate and construct sprite data. */
1195  Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sizeof(OpenGLSprite));
1196 
1197  OpenGLSprite *gl_sprite = (OpenGLSprite *)dest_sprite->data;
1198  new (gl_sprite) OpenGLSprite(sprite->width, sprite->height, sprite->type == ST_FONT ? 1 : ZOOM_LVL_COUNT, sprite->colours);
1199 
1200  /* Upload texture data. */
1201  for (int i = 0; i < (sprite->type == ST_FONT ? 1 : ZOOM_LVL_COUNT); i++) {
1202  gl_sprite->Update(sprite[i].width, sprite[i].height, i, sprite[i].data);
1203  }
1204 
1205  dest_sprite->height = sprite->height;
1206  dest_sprite->width = sprite->width;
1207  dest_sprite->x_offs = sprite->x_offs;
1208  dest_sprite->y_offs = sprite->y_offs;
1209 
1210  return dest_sprite;
1211 }
1212 
1220 void OpenGLBackend::RenderOglSprite(OpenGLSprite *gl_sprite, PaletteID pal, int x, int y, ZoomLevel zoom)
1221 {
1222  /* Set textures. */
1223  bool rgb = gl_sprite->BindTextures();
1224  _glActiveTexture(GL_TEXTURE0 + 1);
1225  _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
1226 
1227  /* Set palette remap. */
1228  _glActiveTexture(GL_TEXTURE0 + 3);
1229  if (pal != PAL_NONE) {
1230  _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex);
1231  if (pal != this->last_sprite_pal) {
1232  /* Different remap palette in use, update texture. */
1233  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, OpenGLSprite::pal_pbo);
1234  _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1235 
1236  _glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, 256, GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1);
1237  _glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RED, GL_UNSIGNED_BYTE, 0);
1238 
1239  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1240 
1241  this->last_sprite_pal = pal;
1242  }
1243  } else {
1244  _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity);
1245  }
1246 
1247  /* Set up shader program. */
1248  Dimension dim = gl_sprite->GetSize(zoom);
1249  _glUseProgram(this->sprite_program);
1250  _glUniform4f(this->sprite_sprite_loc, (float)x, (float)y, (float)dim.width, (float)dim.height);
1251  _glUniform1f(this->sprite_zoom_loc, (float)(zoom - ZOOM_LVL_BEGIN));
1252  _glUniform2f(this->sprite_screen_loc, (float)_screen.width, (float)_screen.height);
1253  _glUniform1i(this->sprite_rgb_loc, rgb ? 1 : 0);
1254  _glUniform1i(this->sprite_crash_loc, pal == PALETTE_CRASH ? 1 : 0);
1255 
1256  _glBindVertexArray(this->vao_quad);
1257  _glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1258 }
1259 
1260 
1261 /* static */ GLuint OpenGLSprite::dummy_tex[] = { 0, 0 };
1262 /* static */ GLuint OpenGLSprite::pal_identity = 0;
1263 /* static */ GLuint OpenGLSprite::pal_tex = 0;
1264 /* static */ GLuint OpenGLSprite::pal_pbo = 0;
1265 
1270 /* static */ bool OpenGLSprite::Create()
1271 {
1272  _glGenTextures(NUM_TEX, OpenGLSprite::dummy_tex);
1273 
1274  for (int t = TEX_RGBA; t < NUM_TEX; t++) {
1275  _glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[t]);
1276 
1277  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
1278  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1279  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
1280  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1281  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1282  }
1283 
1284  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1285  _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1286 
1287  /* Load dummy RGBA texture. */
1288  const Colour rgb_pixel(0, 0, 0);
1289  _glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[TEX_RGBA]);
1290  _glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &rgb_pixel);
1291 
1292  /* Load dummy remap texture. */
1293  const uint pal = 0;
1294  _glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[TEX_REMAP]);
1295  _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &pal);
1296 
1297  /* Create palette remap textures. */
1298  std::array<uint8, 256> identity_pal;
1299  std::iota(std::begin(identity_pal), std::end(identity_pal), 0);
1300 
1301  /* Permanent texture for identity remap. */
1302  _glGenTextures(1, &OpenGLSprite::pal_identity);
1303  _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity);
1304  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1305  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1306  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0);
1307  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1308  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1309  _glTexImage1D(GL_TEXTURE_1D, 0, GL_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data());
1310 
1311  /* Dynamically updated texture for remaps. */
1312  _glGenTextures(1, &OpenGLSprite::pal_tex);
1313  _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex);
1314  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1315  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1316  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0);
1317  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1318  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1319  _glTexImage1D(GL_TEXTURE_1D, 0, GL_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data());
1320 
1321  /* Pixel buffer for remap updates. */
1322  _glGenBuffers(1, &OpenGLSprite::pal_pbo);
1323  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, OpenGLSprite::pal_pbo);
1324  _glBufferData(GL_PIXEL_UNPACK_BUFFER, 256, identity_pal.data(), GL_DYNAMIC_DRAW);
1325  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1326 
1327  return _glGetError() == GL_NO_ERROR;
1328 }
1329 
1331 /* static */ void OpenGLSprite::Destroy()
1332 {
1333  _glDeleteTextures(NUM_TEX, OpenGLSprite::dummy_tex);
1334  _glDeleteTextures(1, &OpenGLSprite::pal_identity);
1335  _glDeleteTextures(1, &OpenGLSprite::pal_tex);
1336  if (_glDeleteBuffers != nullptr) _glDeleteBuffers(1, &OpenGLSprite::pal_pbo);
1337 }
1338 
1346 OpenGLSprite::OpenGLSprite(uint width, uint height, uint levels, SpriteColourComponent components)
1347 {
1348  assert(levels > 0);
1349  (void)_glGetError();
1350 
1351  this->dim.width = width;
1352  this->dim.height = height;
1353 
1354  MemSetT(this->tex, 0, NUM_TEX);
1355  _glActiveTexture(GL_TEXTURE0);
1356  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1357 
1358  for (int t = TEX_RGBA; t < NUM_TEX; t++) {
1359  /* Sprite component present? */
1360  if (t == TEX_RGBA && components == SCC_PAL) continue;
1361  if (t == TEX_REMAP && (components & SCC_PAL) != SCC_PAL) continue;
1362 
1363  /* Allocate texture. */
1364  _glGenTextures(1, &this->tex[t]);
1365  _glBindTexture(GL_TEXTURE_2D, this->tex[t]);
1366 
1367  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
1368  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1369  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, levels - 1);
1370  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1371  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1372 
1373  /* Set size. */
1374  for (uint i = 0, w = width, h = height; i < levels; i++, w /= 2, h /= 2) {
1375  assert(w * h != 0);
1376  if (t == TEX_REMAP) {
1377  _glTexImage2D(GL_TEXTURE_2D, i, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
1378  } else {
1379  _glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
1380  }
1381  }
1382  }
1383 
1384  assert(_glGetError() == GL_NO_ERROR);
1385 }
1386 
1387 OpenGLSprite::~OpenGLSprite()
1388 {
1389  _glDeleteTextures(NUM_TEX, this->tex);
1390 }
1391 
1399 void OpenGLSprite::Update(uint width, uint height, uint level, const SpriteLoader::CommonPixel * data)
1400 {
1401  static ReusableBuffer<Colour> buf_rgba;
1402  static ReusableBuffer<uint8> buf_pal;
1403 
1404  _glActiveTexture(GL_TEXTURE0);
1405  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1406  _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1407 
1408  if (this->tex[TEX_RGBA] != 0) {
1409  /* Unpack pixel data */
1410  Colour *rgba = buf_rgba.Allocate(width * height);
1411  for (size_t i = 0; i < width * height; i++) {
1412  rgba[i].r = data[i].r;
1413  rgba[i].g = data[i].g;
1414  rgba[i].b = data[i].b;
1415  rgba[i].a = data[i].a;
1416  }
1417 
1418  _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_RGBA]);
1419  _glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, rgba);
1420  }
1421 
1422  if (this->tex[TEX_REMAP] != 0) {
1423  /* Unpack and align pixel data. */
1424  int pitch = Align(width, 4);
1425 
1426  uint8 *pal = buf_pal.Allocate(pitch * height);
1427  const SpriteLoader::CommonPixel *row = data;
1428  for (uint y = 0; y < height; y++, pal += pitch, row += width) {
1429  for (uint x = 0; x < width; x++) {
1430  pal[x] = row[x].m;
1431  }
1432  }
1433 
1434  _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_REMAP]);
1435  _glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, buf_pal.GetBuffer());
1436  }
1437 
1438  assert(_glGetError() == GL_NO_ERROR);
1439 }
1440 
1447 {
1448  Dimension sd = { (uint)UnScaleByZoomLower(this->dim.width, level), (uint)UnScaleByZoomLower(this->dim.height, level) };
1449  return sd;
1450 }
1451 
1457 {
1458  _glActiveTexture(GL_TEXTURE0);
1459  _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_RGBA] != 0 ? this->tex[TEX_RGBA] : OpenGLSprite::dummy_tex[TEX_RGBA]);
1460  _glActiveTexture(GL_TEXTURE0 + 2);
1461  _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_REMAP] != 0 ? this->tex[TEX_REMAP] : OpenGLSprite::dummy_tex[TEX_REMAP]);
1462 
1463  return this->tex[TEX_RGBA] != 0;
1464 }
SpriteLoader::CommonPixel::m
uint8 m
Remap-channel.
Definition: spriteloader.hpp:38
SCC_PAL
@ SCC_PAL
Sprite has palette data.
Definition: spriteloader.hpp:24
OpenGLBackend::sync_vid_mapping
GLsync sync_vid_mapping
Sync object for the persistently mapped video buffer.
Definition: opengl.h:35
_frag_shader_palette
static const char * _frag_shader_palette[]
Fragment shader that performs a palette lookup to read the colour from an 8bpp texture.
Definition: opengl_shader.h:64
SpriteLoader::CommonPixel::r
uint8 r
Red-channel.
Definition: spriteloader.hpp:34
LRUCache::Get
Tdata * Get(const Tkey key)
Get an item from the cache.
Definition: lrucache.hpp:106
OpenGLBackend::RenderOglSprite
void RenderOglSprite(OpenGLSprite *gl_sprite, PaletteID pal, int x, int y, ZoomLevel zoom)
Render a sprite to the back buffer.
Definition: opengl.cpp:1220
OpenGLSprite::pal_tex
static GLuint pal_tex
Texture for palette remap.
Definition: opengl.h:122
Colour::data
uint32 data
Conversion of the channel information to a 32 bit number.
Definition: gfx_type.h:164
OpenGLBackend::pal_program
GLuint pal_program
Shader program for rendering a paletted video buffer.
Definition: opengl.h:42
OpenGLSprite::TEX_RGBA
@ TEX_RGBA
RGBA texture part.
Definition: opengl.h:111
UnScaleByZoomLower
static int UnScaleByZoomLower(int value, ZoomLevel zoom)
Scale by zoom level, usually shift right (when zoom > ZOOM_LVL_NORMAL)
Definition: zoom_func.h:56
GB
static uint GB(const T x, const uint8 s, const uint8 n)
Fetch n bits from x, started at bit s.
Definition: bitmath_func.hpp:32
ST_FONT
@ ST_FONT
A sprite used for fonts.
Definition: gfx_type.h:304
ReusableBuffer
A reusable buffer that can be used for places that temporary allocate a bit of memory and do that ver...
Definition: alloc_type.hpp:24
Dimension
Dimensions (a width and height) of a rectangle in 2D.
Definition: geometry_type.hpp:27
_frag_shader_sprite_blend_150
static const char * _frag_shader_sprite_blend_150[]
GLSL 1.50 fragment shader that performs a palette lookup to read the colour from a sprite texture.
Definition: opengl_shader.h:179
OpenGLSprite::GetSize
Dimension GetSize(ZoomLevel level) const
Query the sprite size at a certain zoom level.
Definition: opengl.cpp:1446
CursorVars::sprite_count
uint sprite_count
number of sprites to draw
Definition: gfx_type.h:130
LRUCache::Pop
Tdata * Pop()
Pop the least recently used item.
Definition: lrucache.hpp:90
OpenGLSprite::pal_identity
static GLuint pal_identity
Identity texture mapping.
Definition: opengl.h:121
_frag_shader_direct_150
static const char * _frag_shader_direct_150[]
GLSL 1.50 fragment shader that reads the fragment colour from a 32bpp texture.
Definition: opengl_shader.h:53
_vertex_shader_sprite
static const char * _vertex_shader_sprite[]
Vertex shader that positions a sprite on screen.
Definition: opengl_shader.h:13
OpenGLSprite::Destroy
static void Destroy()
Free all common resources for sprite rendering.
Definition: opengl.cpp:1331
Sprite::data
byte data[]
Sprite data.
Definition: spritecache.h:22
OpenGLSprite::tex
GLuint tex[NUM_TEX]
The texture objects.
Definition: opengl.h:117
OpenGLSprite::OpenGLSprite
OpenGLSprite(uint width, uint height, uint levels, SpriteColourComponent components)
Create an OpenGL sprite with a palette remap part.
Definition: opengl.cpp:1346
OpenGLSprite::TEX_REMAP
@ TEX_REMAP
Remap texture part.
Definition: opengl.h:112
Blitter::GetScreenDepth
virtual uint8 GetScreenDepth()=0
Get the screen depth this blitter works for.
PalSpriteID::sprite
SpriteID sprite
The 'real' sprite.
Definition: gfx_type.h:23
ZOOM_LVL_COUNT
@ ZOOM_LVL_COUNT
Number of zoom levels.
Definition: zoom_type.h:32
Sprite::height
uint16 height
Height of the sprite.
Definition: spritecache.h:18
Sprite::x_offs
int16 x_offs
Number of pixels to shift the sprite to the right.
Definition: spritecache.h:20
OpenGLBackend::vid_buffer
void * vid_buffer
Pointer to the mapped video buffer.
Definition: opengl.h:38
ZoomLevel
ZoomLevel
All zoom levels we know.
Definition: zoom_type.h:21
ReusableBuffer::Allocate
T * Allocate(size_t count)
Get buffer of at least count times T.
Definition: alloc_type.hpp:42
ST_NORMAL
@ ST_NORMAL
The most basic (normal) sprite.
Definition: gfx_type.h:302
OpenGLSprite::pal_pbo
static GLuint pal_pbo
Pixel buffer object for remap upload.
Definition: opengl.h:123
OpenGLBackend::~OpenGLBackend
~OpenGLBackend()
Free allocated resources.
Definition: opengl.cpp:500
OpenGLBackend::sprite_zoom_loc
GLint sprite_zoom_loc
Uniform location for sprite zoom;.
Definition: opengl.h:60
CursorVars::sprite_pos
Point sprite_pos[16]
relative position of individual sprites
Definition: gfx_type.h:129
ZOOM_LVL_BEGIN
@ ZOOM_LVL_BEGIN
Begin for iteration.
Definition: zoom_type.h:23
OpenGLBackend::anim_pbo
GLuint anim_pbo
Pixel buffer object storing the memory used for the animation buffer.
Definition: opengl.h:48
SpriteID
uint32 SpriteID
The number of a sprite, without mapping bits and colourtables.
Definition: gfx_type.h:17
OpenGLBackend
Platform-independent back-end class for OpenGL video drivers.
Definition: opengl.h:30
OpenGLBackend::vid_texture
GLuint vid_texture
Texture handle for the video buffer texture.
Definition: opengl.h:40
OpenGLBackend::remap_rgb_loc
GLint remap_rgb_loc
Uniform location for RGB mode flag;.
Definition: opengl.h:55
_frag_shader_palette_150
static const char * _frag_shader_palette_150[]
GLSL 1.50 fragment shader that performs a palette lookup to read the colour from an 8bpp texture.
Definition: opengl_shader.h:76
OpenGLBackend::DrawMouseCursor
void DrawMouseCursor()
Draw mouse cursor on screen.
Definition: opengl.cpp:1033
OpenGLBackend::last_sprite_pal
PaletteID last_sprite_pal
Last uploaded remap palette.
Definition: opengl.h:65
Align
static T Align(const T x, uint n)
Return the smallest multiple of n equal or greater than x.
Definition: math_func.hpp:35
Simple2DVertex
A simple 2D vertex with just position and texture.
Definition: opengl.cpp:130
PALETTE_WIDTH
@ PALETTE_WIDTH
number of bits of the sprite containing the recolour palette
Definition: sprites.h:1518
SpriteLoader::Sprite::type
SpriteType type
The sprite type.
Definition: spriteloader.hpp:52
DEBUG
#define DEBUG(name, level,...)
Output a line of debugging information.
Definition: debug.h:35
OpenGLBackend::anim_buffer
void * anim_buffer
Pointer to the mapped animation buffer.
Definition: opengl.h:47
OpenGLBackend::ReleaseVideoBuffer
void ReleaseVideoBuffer(const Rect &update_rect)
Update video buffer texture after the video buffer was filled.
Definition: opengl.cpp:1120
OpenGLBackend::vbo_quad
GLuint vbo_quad
Vertex buffer with a fullscreen quad.
Definition: opengl.h:44
OpenGLSprite::Create
static bool Create()
Create all common resources for sprite rendering.
Definition: opengl.cpp:1270
SpriteLoader::CommonPixel
Definition of a common pixel in OpenTTD's realm.
Definition: spriteloader.hpp:33
LRUCache::Contains
bool Contains(const Tkey key)
Test if a key is already contained in the cache.
Definition: lrucache.hpp:49
BlitterFactory::GetCurrentBlitter
static Blitter * GetCurrentBlitter()
Get the current active blitter (always set by calling SelectBlitter).
Definition: factory.hpp:140
OpenGLBackend::GetVideoBuffer
void * GetVideoBuffer()
Get a pointer to the memory for the video driver to draw to.
Definition: opengl.cpp:1076
OpenGLBackend::instance
static OpenGLBackend * instance
Singleton instance pointer.
Definition: opengl.h:32
Sprite::width
uint16 width
Width of the sprite.
Definition: spritecache.h:19
SpriteLoader::Sprite::x_offs
int16 x_offs
The x-offset of where the sprite will be drawn.
Definition: spriteloader.hpp:50
OpenGLBackend::anim_texture
GLuint anim_texture
Texture handle for the animation buffer texture.
Definition: opengl.h:49
OpenGLBackend::sprite_screen_loc
GLint sprite_screen_loc
Uniform location for screen size;.
Definition: opengl.h:59
_vertex_shader_sprite_150
static const char * _vertex_shader_sprite_150[]
GLSL 1.50 vertex shader that positions a sprite on screen.
Definition: opengl_shader.h:28
OpenGLBackend::sync_anim_mapping
GLsync sync_anim_mapping
Sync object for the persistently mapped animation buffer.
Definition: opengl.h:36
OpenGLBackend::Destroy
static void Destroy()
Free resources and destroy singleton back-end class.
Definition: opengl.cpp:484
UnScaleByZoom
static int UnScaleByZoom(int value, ZoomLevel zoom)
Scale by zoom level, usually shift right (when zoom > ZOOM_LVL_NORMAL) When shifting right,...
Definition: zoom_func.h:34
OpenGLBackend::persistent_mapping_supported
bool persistent_mapping_supported
Persistent pixel buffer mapping supported.
Definition: opengl.h:34
OpenGLBackend::cursor_cache
LRUCache< SpriteID, Sprite > cursor_cache
Cache of encoded cursor sprites.
Definition: opengl.h:64
LRUCache::Insert
Tdata * Insert(const Tkey key, Tdata *item)
Insert a new data item with a specified key.
Definition: lrucache.hpp:60
SpriteLoader::Sprite::colours
SpriteColourComponent colours
The colour components of the sprite with useful information.
Definition: spriteloader.hpp:53
_frag_shader_rgb_mask_blend_150
static const char * _frag_shader_rgb_mask_blend_150[]
GLSL 1.50 fragment shader that performs a palette lookup to read the colour from an 8bpp texture.
Definition: opengl_shader.h:128
Colour
Structure to access the alpha, red, green, and blue channels from a 32 bit number.
Definition: gfx_type.h:163
OpenGLBackend::vao_quad
GLuint vao_quad
Vertex array object storing the rendering state for the fullscreen quad.
Definition: opengl.h:43
OpenGLSprite::dummy_tex
static GLuint dummy_tex[NUM_TEX]
1x1 dummy textures to substitute for unused sprite components.
Definition: opengl.h:119
OpenGLBackend::Init
const char * Init()
Check for the needed OpenGL functionality and allocate all resources.
Definition: opengl.cpp:528
OpenGLBackend::ClearCursorCache
void ClearCursorCache()
Clear all cached cursor sprites.
Definition: opengl.cpp:1060
SpriteLoader::CommonPixel::b
uint8 b
Blue-channel.
Definition: spriteloader.hpp:36
SpriteLoader::Sprite::width
uint16 width
Width of the sprite.
Definition: spriteloader.hpp:49
PALETTE_CRASH
static const PaletteID PALETTE_CRASH
Recolour sprite greying of crashed vehicles.
Definition: sprites.h:1594
OpenGLSprite::Update
void Update(uint width, uint height, uint level, const SpriteLoader::CommonPixel *data)
Update a single mip-map level with new pixel data.
Definition: opengl.cpp:1399
IsEmptyRect
static bool IsEmptyRect(const Rect &r)
Check if a rectangle is empty.
Definition: geometry_func.hpp:22
_frag_shader_sprite_blend
static const char * _frag_shader_sprite_blend[]
Fragment shader that performs a palette lookup to read the colour from a sprite texture.
Definition: opengl_shader.h:151
OpenGLBackend::pal_texture
GLuint pal_texture
Palette lookup texture.
Definition: opengl.h:45
Colour::a
uint8 a
colour channels in LE order
Definition: gfx_type.h:171
FindStringInExtensionList
const char * FindStringInExtensionList(const char *string, const char *substring)
Find a substring in a string made of space delimited elements.
Definition: opengl.cpp:149
GetRawSprite
void * GetRawSprite(SpriteID sprite, SpriteType type, AllocatorProc *allocator, SpriteEncoder *encoder)
Reads a sprite (from disk or sprite cache).
Definition: spritecache.cpp:874
ReusableBuffer::GetBuffer
const T * GetBuffer() const
Get the currently allocated buffer.
Definition: alloc_type.hpp:75
PaletteID
uint32 PaletteID
The number of the palette.
Definition: gfx_type.h:18
OpenGLBackend::sprite_sprite_loc
GLint sprite_sprite_loc
Uniform location for sprite parameters.
Definition: opengl.h:58
Sprite::y_offs
int16 y_offs
Number of pixels to shift the sprite downwards.
Definition: spritecache.h:21
opengl.h
SpriteLoader::Sprite
Structure for passing information from the sprite loader to the blitter.
Definition: spriteloader.hpp:47
OpenGLSprite::BindTextures
bool BindTextures()
Bind textures for rendering this sprite.
Definition: opengl.cpp:1456
OpenGLBackend::Paint
void Paint()
Render video buffer to the screen.
Definition: opengl.cpp:1001
OpenGLBackend::remap_sprite_loc
GLint remap_sprite_loc
Uniform location for sprite parameters.
Definition: opengl.h:52
CursorVars::sprite_seq
PalSpriteID sprite_seq[16]
current image of cursor
Definition: gfx_type.h:128
lengthof
#define lengthof(x)
Return the length of an fixed size array.
Definition: stdafx.h:367
OpenGLBackend::UpdatePalette
void UpdatePalette(const Colour *pal, uint first, uint length)
Update the stored palette.
Definition: opengl.cpp:987
OpenGLBackend::sprite_program
GLuint sprite_program
Shader program for blending and rendering a sprite to the video buffer.
Definition: opengl.h:57
OpenGLBackend::sprite_crash_loc
GLint sprite_crash_loc
Uniform location for crash remap mode flag;.
Definition: opengl.h:62
MemSetT
static void MemSetT(T *ptr, byte value, size_t num=1)
Type-safe version of memset().
Definition: mem_func.hpp:49
OpenGLSprite
Class that encapsulates a RGBA texture together with a paletted remap texture.
Definition: opengl.h:107
SpriteLoader::CommonPixel::g
uint8 g
Green-channel.
Definition: spriteloader.hpp:35
SpriteLoader::CommonPixel::a
uint8 a
Alpha-channel.
Definition: spriteloader.hpp:37
OpenGLBackend::OpenGLBackend
OpenGLBackend()
Construct OpenGL back-end class.
Definition: opengl.cpp:493
PalSpriteID::pal
PaletteID pal
The palette (use PAL_NONE) if not needed)
Definition: gfx_type.h:24
_frag_shader_rgb_mask_blend
static const char * _frag_shader_rgb_mask_blend[]
Fragment shader that performs a palette lookup to read the colour from an 8bpp texture.
Definition: opengl_shader.h:104
ST_RECOLOUR
@ ST_RECOLOUR
Recolour sprite.
Definition: gfx_type.h:305
SpriteLoader::Sprite::y_offs
int16 y_offs
The y-offset of where the sprite will be drawn.
Definition: spriteloader.hpp:51
SpriteLoader::Sprite::height
uint16 height
Height of the sprite.
Definition: spriteloader.hpp:48
OpenGLBackend::sprite_rgb_loc
GLint sprite_rgb_loc
Uniform location for RGB mode flag;.
Definition: opengl.h:61
free
static void free(const void *ptr)
Version of the standard free that accepts const pointers.
Definition: stdafx.h:454
_frag_shader_direct
static const char * _frag_shader_direct[]
Fragment shader that reads the fragment colour from a 32bpp texture.
Definition: opengl_shader.h:43
SimpleSpriteAlloc
void * SimpleSpriteAlloc(size_t size)
Sprite allocator simply using malloc.
Definition: spritecache.cpp:815
OpenGLBackend::remap_zoom_loc
GLint remap_zoom_loc
Uniform location for sprite zoom;.
Definition: opengl.h:54
OpenGLBackend::remap_screen_loc
GLint remap_screen_loc
Uniform location for screen size;.
Definition: opengl.h:53
Rect
Specification of a rectangle with absolute coordinates of all edges.
Definition: geometry_type.hpp:47
CursorVars::pos
Point pos
logical mouse position
Definition: gfx_type.h:117
OpenGLBackend::vid_pbo
GLuint vid_pbo
Pixel buffer object storing the memory used for the video driver to draw to.
Definition: opengl.h:39
Sprite
Data structure describing a sprite.
Definition: spritecache.h:17
OpenGLBackend::ReleaseAnimBuffer
void ReleaseAnimBuffer(const Rect &update_rect)
Update animation buffer texture after the animation buffer was filled.
Definition: opengl.cpp:1162
OpenGLBackend::remap_program
GLuint remap_program
Shader program for blending and rendering a RGBA + remap texture.
Definition: opengl.h:51
OpenGLBackend::vid_program
GLuint vid_program
Shader program for rendering a RGBA video buffer.
Definition: opengl.h:41
OpenGLBackend::Resize
bool Resize(int w, int h, bool force=false)
Change the size of the drawing window and allocate matching resources.
Definition: opengl.cpp:887
OpenGLBackend::GetAnimBuffer
uint8 * GetAnimBuffer()
Get a pointer to the memory for the separate animation buffer.
Definition: opengl.cpp:1097
OpenGLBackend::Encode
Sprite * Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator) override
Convert a sprite from the loader to our own format.
Definition: opengl.cpp:1192
IsOpenGLVersionAtLeast
bool IsOpenGLVersionAtLeast(byte major, byte minor)
Check if the current OpenGL version is equal or higher than a given one.
Definition: opengl.cpp:212
OpenGLBackend::Create
static const char * Create(GetOGLProcAddressProc get_proc)
Create and initialize the singleton back-end class.
Definition: opengl.cpp:471
OpenGLBackend::InitShaders
bool InitShaders()
Create all needed shader programs.
Definition: opengl.cpp:794
SpriteColourComponent
SpriteColourComponent
The different colour components a sprite can have.
Definition: spriteloader.hpp:21