OpenTTD Source  12.0-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 allow software rendering backends. */
17 // #define GL_ALLOW_SOFTWARE_RENDERER
18 
19 #if defined(_WIN32)
20 # include <windows.h>
21 #endif
22 
23 #define GL_GLEXT_PROTOTYPES
24 #if defined(__APPLE__)
25 # define GL_SILENCE_DEPRECATION
26 # include <OpenGL/gl3.h>
27 #else
28 # include <GL/gl.h>
29 #endif
30 #include "../3rdparty/opengl/glext.h"
31 
32 #include "opengl.h"
33 #include "../core/geometry_func.hpp"
34 #include "../core/mem_func.hpp"
35 #include "../core/math_func.hpp"
36 #include "../core/mem_func.hpp"
37 #include "../gfx_func.h"
38 #include "../debug.h"
39 #include "../blitter/factory.hpp"
40 #include "../zoom_func.h"
41 #include <array>
42 #include <numeric>
43 
44 #include "../table/opengl_shader.h"
45 #include "../table/sprites.h"
46 
47 
48 #include "../safeguards.h"
49 
50 
51 /* Define function pointers of all OpenGL functions that we load dynamically. */
52 
53 #define GL(function) static decltype(&function) _ ## function
54 
55 GL(glGetString);
56 GL(glGetIntegerv);
57 GL(glGetError);
58 GL(glDebugMessageControl);
59 GL(glDebugMessageCallback);
60 
61 GL(glDisable);
62 GL(glEnable);
63 GL(glViewport);
64 GL(glClear);
65 GL(glClearColor);
66 GL(glBlendFunc);
67 GL(glDrawArrays);
68 
69 GL(glTexImage1D);
70 GL(glTexImage2D);
71 GL(glTexParameteri);
72 GL(glTexSubImage1D);
73 GL(glTexSubImage2D);
74 GL(glBindTexture);
75 GL(glDeleteTextures);
76 GL(glGenTextures);
77 GL(glPixelStorei);
78 
79 GL(glActiveTexture);
80 
81 GL(glGenBuffers);
82 GL(glDeleteBuffers);
83 GL(glBindBuffer);
84 GL(glBufferData);
85 GL(glBufferSubData);
86 GL(glMapBuffer);
87 GL(glUnmapBuffer);
88 GL(glClearBufferSubData);
89 
90 GL(glBufferStorage);
91 GL(glMapBufferRange);
92 GL(glClientWaitSync);
93 GL(glFenceSync);
94 GL(glDeleteSync);
95 
96 GL(glGenVertexArrays);
97 GL(glDeleteVertexArrays);
98 GL(glBindVertexArray);
99 
100 GL(glCreateProgram);
101 GL(glDeleteProgram);
102 GL(glLinkProgram);
103 GL(glUseProgram);
104 GL(glGetProgramiv);
105 GL(glGetProgramInfoLog);
106 GL(glCreateShader);
107 GL(glDeleteShader);
108 GL(glShaderSource);
109 GL(glCompileShader);
110 GL(glAttachShader);
111 GL(glGetShaderiv);
112 GL(glGetShaderInfoLog);
113 GL(glGetUniformLocation);
114 GL(glUniform1i);
115 GL(glUniform1f);
116 GL(glUniform2f);
117 GL(glUniform4f);
118 
119 GL(glGetAttribLocation);
120 GL(glEnableVertexAttribArray);
121 GL(glDisableVertexAttribArray);
122 GL(glVertexAttribPointer);
123 GL(glBindFragDataLocation);
124 
125 #undef GL
126 
127 
130  float x, y;
131  float u, v;
132 };
133 
135 static const int MAX_CACHED_CURSORS = 48;
136 
137 /* static */ OpenGLBackend *OpenGLBackend::instance = nullptr;
138 
139 GetOGLProcAddressProc GetOGLProcAddress;
140 
148 const char *FindStringInExtensionList(const char *string, const char *substring)
149 {
150  while (true) {
151  /* Is the extension string present at all? */
152  const char *pos = strstr(string, substring);
153  if (pos == nullptr) break;
154 
155  /* Is this a real match, i.e. are the chars before and after the matched string
156  * indeed spaces (or the start or end of the string, respectively)? */
157  const char *end = pos + strlen(substring);
158  if ((pos == string || pos[-1] == ' ') && (*end == ' ' || *end == '\0')) return pos;
159 
160  /* False hit, try again for the remaining string. */
161  string = end;
162  }
163 
164  return nullptr;
165 }
166 
172 static bool IsOpenGLExtensionSupported(const char *extension)
173 {
174  static PFNGLGETSTRINGIPROC glGetStringi = nullptr;
175  static bool glGetStringi_loaded = false;
176 
177  /* Starting with OpenGL 3.0 the preferred API to get the extensions
178  * has changed. Try to load the required function once. */
179  if (!glGetStringi_loaded) {
180  if (IsOpenGLVersionAtLeast(3, 0)) glGetStringi = (PFNGLGETSTRINGIPROC)GetOGLProcAddress("glGetStringi");
181  glGetStringi_loaded = true;
182  }
183 
184  if (glGetStringi != nullptr) {
185  /* New style: Each supported extension can be queried and compared independently. */
186  GLint num_exts;
187  _glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts);
188 
189  for (GLint i = 0; i < num_exts; i++) {
190  const char *entry = (const char *)glGetStringi(GL_EXTENSIONS, i);
191  if (strcmp(entry, extension) == 0) return true;
192  }
193  } else {
194  /* Old style: A single, space-delimited string for all extensions. */
195  return FindStringInExtensionList((const char *)_glGetString(GL_EXTENSIONS), extension) != nullptr;
196  }
197 
198  return false;
199 }
200 
201 static byte _gl_major_ver = 0;
202 static byte _gl_minor_ver = 0;
203 
211 bool IsOpenGLVersionAtLeast(byte major, byte minor)
212 {
213  return (_gl_major_ver > major) || (_gl_major_ver == major && _gl_minor_ver >= minor);
214 }
215 
223 template <typename F>
224 static bool BindGLProc(F &f, const char *name)
225 {
226  f = reinterpret_cast<F>(GetOGLProcAddress(name));
227  return f != nullptr;
228 }
229 
231 static bool BindBasicInfoProcs()
232 {
233  if (!BindGLProc(_glGetString, "glGetString")) return false;
234  if (!BindGLProc(_glGetIntegerv, "glGetIntegerv")) return false;
235  if (!BindGLProc(_glGetError, "glGetError")) return false;
236 
237  return true;
238 }
239 
241 static bool BindBasicOpenGLProcs()
242 {
243  if (!BindGLProc(_glDisable, "glDisable")) return false;
244  if (!BindGLProc(_glEnable, "glEnable")) return false;
245  if (!BindGLProc(_glViewport, "glViewport")) return false;
246  if (!BindGLProc(_glTexImage1D, "glTexImage1D")) return false;
247  if (!BindGLProc(_glTexImage2D, "glTexImage2D")) return false;
248  if (!BindGLProc(_glTexParameteri, "glTexParameteri")) return false;
249  if (!BindGLProc(_glTexSubImage1D, "glTexSubImage1D")) return false;
250  if (!BindGLProc(_glTexSubImage2D, "glTexSubImage2D")) return false;
251  if (!BindGLProc(_glBindTexture, "glBindTexture")) return false;
252  if (!BindGLProc(_glDeleteTextures, "glDeleteTextures")) return false;
253  if (!BindGLProc(_glGenTextures, "glGenTextures")) return false;
254  if (!BindGLProc(_glPixelStorei, "glPixelStorei")) return false;
255  if (!BindGLProc(_glClear, "glClear")) return false;
256  if (!BindGLProc(_glClearColor, "glClearColor")) return false;
257  if (!BindGLProc(_glBlendFunc, "glBlendFunc")) return false;
258  if (!BindGLProc(_glDrawArrays, "glDrawArrays")) return false;
259 
260  return true;
261 }
262 
264 static bool BindTextureExtensions()
265 {
266  if (IsOpenGLVersionAtLeast(1, 3)) {
267  if (!BindGLProc(_glActiveTexture, "glActiveTexture")) return false;
268  } else {
269  if (!BindGLProc(_glActiveTexture, "glActiveTextureARB")) return false;
270  }
271 
272  return true;
273 }
274 
276 static bool BindVBOExtension()
277 {
278  if (IsOpenGLVersionAtLeast(1, 5)) {
279  if (!BindGLProc(_glGenBuffers, "glGenBuffers")) return false;
280  if (!BindGLProc(_glDeleteBuffers, "glDeleteBuffers")) return false;
281  if (!BindGLProc(_glBindBuffer, "glBindBuffer")) return false;
282  if (!BindGLProc(_glBufferData, "glBufferData")) return false;
283  if (!BindGLProc(_glBufferSubData, "glBufferSubData")) return false;
284  if (!BindGLProc(_glMapBuffer, "glMapBuffer")) return false;
285  if (!BindGLProc(_glUnmapBuffer, "glUnmapBuffer")) return false;
286  } else {
287  if (!BindGLProc(_glGenBuffers, "glGenBuffersARB")) return false;
288  if (!BindGLProc(_glDeleteBuffers, "glDeleteBuffersARB")) return false;
289  if (!BindGLProc(_glBindBuffer, "glBindBufferARB")) return false;
290  if (!BindGLProc(_glBufferData, "glBufferDataARB")) return false;
291  if (!BindGLProc(_glBufferSubData, "glBufferSubDataARB")) return false;
292  if (!BindGLProc(_glMapBuffer, "glMapBufferARB")) return false;
293  if (!BindGLProc(_glUnmapBuffer, "glUnmapBufferARB")) return false;
294  }
295 
296  if (IsOpenGLVersionAtLeast(4, 3) || IsOpenGLExtensionSupported("GL_ARB_clear_buffer_object")) {
297  BindGLProc(_glClearBufferSubData, "glClearBufferSubData");
298  } else {
299  _glClearBufferSubData = nullptr;
300  }
301 
302  return true;
303 }
304 
306 static bool BindVBAExtension()
307 {
308  /* The APPLE and ARB variants have different semantics (that don't matter for us).
309  * Successfully getting pointers to one variant doesn't mean it is supported for
310  * the current context. Always check the extension strings as well. */
311  if (IsOpenGLVersionAtLeast(3, 0) || IsOpenGLExtensionSupported("GL_ARB_vertex_array_object")) {
312  if (!BindGLProc(_glGenVertexArrays, "glGenVertexArrays")) return false;
313  if (!BindGLProc(_glDeleteVertexArrays, "glDeleteVertexArrays")) return false;
314  if (!BindGLProc(_glBindVertexArray, "glBindVertexArray")) return false;
315  } else if (IsOpenGLExtensionSupported("GL_APPLE_vertex_array_object")) {
316  if (!BindGLProc(_glGenVertexArrays, "glGenVertexArraysAPPLE")) return false;
317  if (!BindGLProc(_glDeleteVertexArrays, "glDeleteVertexArraysAPPLE")) return false;
318  if (!BindGLProc(_glBindVertexArray, "glBindVertexArrayAPPLE")) return false;
319  }
320 
321  return true;
322 }
323 
325 static bool BindShaderExtensions()
326 {
327  if (IsOpenGLVersionAtLeast(2, 0)) {
328  if (!BindGLProc(_glCreateProgram, "glCreateProgram")) return false;
329  if (!BindGLProc(_glDeleteProgram, "glDeleteProgram")) return false;
330  if (!BindGLProc(_glLinkProgram, "glLinkProgram")) return false;
331  if (!BindGLProc(_glUseProgram, "glUseProgram")) return false;
332  if (!BindGLProc(_glGetProgramiv, "glGetProgramiv")) return false;
333  if (!BindGLProc(_glGetProgramInfoLog, "glGetProgramInfoLog")) return false;
334  if (!BindGLProc(_glCreateShader, "glCreateShader")) return false;
335  if (!BindGLProc(_glDeleteShader, "glDeleteShader")) return false;
336  if (!BindGLProc(_glShaderSource, "glShaderSource")) return false;
337  if (!BindGLProc(_glCompileShader, "glCompileShader")) return false;
338  if (!BindGLProc(_glAttachShader, "glAttachShader")) return false;
339  if (!BindGLProc(_glGetShaderiv, "glGetShaderiv")) return false;
340  if (!BindGLProc(_glGetShaderInfoLog, "glGetShaderInfoLog")) return false;
341  if (!BindGLProc(_glGetUniformLocation, "glGetUniformLocation")) return false;
342  if (!BindGLProc(_glUniform1i, "glUniform1i")) return false;
343  if (!BindGLProc(_glUniform1f, "glUniform1f")) return false;
344  if (!BindGLProc(_glUniform2f, "glUniform2f")) return false;
345  if (!BindGLProc(_glUniform4f, "glUniform4f")) return false;
346 
347  if (!BindGLProc(_glGetAttribLocation, "glGetAttribLocation")) return false;
348  if (!BindGLProc(_glEnableVertexAttribArray, "glEnableVertexAttribArray")) return false;
349  if (!BindGLProc(_glDisableVertexAttribArray, "glDisableVertexAttribArray")) return false;
350  if (!BindGLProc(_glVertexAttribPointer, "glVertexAttribPointer")) return false;
351  } else {
352  /* In the ARB extension programs and shaders are in the same object space. */
353  if (!BindGLProc(_glCreateProgram, "glCreateProgramObjectARB")) return false;
354  if (!BindGLProc(_glDeleteProgram, "glDeleteObjectARB")) return false;
355  if (!BindGLProc(_glLinkProgram, "glLinkProgramARB")) return false;
356  if (!BindGLProc(_glUseProgram, "glUseProgramObjectARB")) return false;
357  if (!BindGLProc(_glGetProgramiv, "glGetObjectParameterivARB")) return false;
358  if (!BindGLProc(_glGetProgramInfoLog, "glGetInfoLogARB")) return false;
359  if (!BindGLProc(_glCreateShader, "glCreateShaderObjectARB")) return false;
360  if (!BindGLProc(_glDeleteShader, "glDeleteObjectARB")) return false;
361  if (!BindGLProc(_glShaderSource, "glShaderSourceARB")) return false;
362  if (!BindGLProc(_glCompileShader, "glCompileShaderARB")) return false;
363  if (!BindGLProc(_glAttachShader, "glAttachObjectARB")) return false;
364  if (!BindGLProc(_glGetShaderiv, "glGetObjectParameterivARB")) return false;
365  if (!BindGLProc(_glGetShaderInfoLog, "glGetInfoLogARB")) return false;
366  if (!BindGLProc(_glGetUniformLocation, "glGetUniformLocationARB")) return false;
367  if (!BindGLProc(_glUniform1i, "glUniform1iARB")) return false;
368  if (!BindGLProc(_glUniform1f, "glUniform1fARB")) return false;
369  if (!BindGLProc(_glUniform2f, "glUniform2fARB")) return false;
370  if (!BindGLProc(_glUniform4f, "glUniform4fARB")) return false;
371 
372  if (!BindGLProc(_glGetAttribLocation, "glGetAttribLocationARB")) return false;
373  if (!BindGLProc(_glEnableVertexAttribArray, "glEnableVertexAttribArrayARB")) return false;
374  if (!BindGLProc(_glDisableVertexAttribArray, "glDisableVertexAttribArrayARB")) return false;
375  if (!BindGLProc(_glVertexAttribPointer, "glVertexAttribPointerARB")) return false;
376  }
377 
378  /* Bind functions only needed when using GLSL 1.50 shaders. */
379  if (IsOpenGLVersionAtLeast(3, 0)) {
380  BindGLProc(_glBindFragDataLocation, "glBindFragDataLocation");
381  } else if (IsOpenGLExtensionSupported("GL_EXT_gpu_shader4")) {
382  BindGLProc(_glBindFragDataLocation, "glBindFragDataLocationEXT");
383  } else {
384  _glBindFragDataLocation = nullptr;
385  }
386 
387  return true;
388 }
389 
391 static bool BindPersistentBufferExtensions()
392 {
393  /* Optional functions for persistent buffer mapping. */
394  if (IsOpenGLVersionAtLeast(3, 0)) {
395  if (!BindGLProc(_glMapBufferRange, "glMapBufferRange")) return false;
396  }
397  if (IsOpenGLVersionAtLeast(4, 4) || IsOpenGLExtensionSupported("GL_ARB_buffer_storage")) {
398  if (!BindGLProc(_glBufferStorage, "glBufferStorage")) return false;
399  }
400 #ifndef NO_GL_BUFFER_SYNC
401  if (IsOpenGLVersionAtLeast(3, 2) || IsOpenGLExtensionSupported("GL_ARB_sync")) {
402  if (!BindGLProc(_glClientWaitSync, "glClientWaitSync")) return false;
403  if (!BindGLProc(_glFenceSync, "glFenceSync")) return false;
404  if (!BindGLProc(_glDeleteSync, "glDeleteSync")) return false;
405  }
406 #endif
407 
408  return true;
409 }
410 
412 void APIENTRY DebugOutputCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
413 {
414  /* Make severity human readable. */
415  const char *severity_str = "";
416  switch (severity) {
417  case GL_DEBUG_SEVERITY_HIGH: severity_str = "high"; break;
418  case GL_DEBUG_SEVERITY_MEDIUM: severity_str = "medium"; break;
419  case GL_DEBUG_SEVERITY_LOW: severity_str = "low"; break;
420  }
421 
422  /* Make type human readable.*/
423  const char *type_str = "Other";
424  switch (type) {
425  case GL_DEBUG_TYPE_ERROR: type_str = "Error"; break;
426  case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: type_str = "Deprecated"; break;
427  case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: type_str = "Undefined behaviour"; break;
428  case GL_DEBUG_TYPE_PERFORMANCE: type_str = "Performance"; break;
429  case GL_DEBUG_TYPE_PORTABILITY: type_str = "Portability"; break;
430  }
431 
432  Debug(driver, 6, "OpenGL: {} ({}) - {}", type_str, severity_str, message);
433 }
434 
436 void SetupDebugOutput()
437 {
438 #ifndef NO_DEBUG_MESSAGES
439  if (_debug_driver_level < 6) return;
440 
441  if (IsOpenGLVersionAtLeast(4, 3)) {
442  BindGLProc(_glDebugMessageControl, "glDebugMessageControl");
443  BindGLProc(_glDebugMessageCallback, "glDebugMessageCallback");
444  } else if (IsOpenGLExtensionSupported("GL_ARB_debug_output")) {
445  BindGLProc(_glDebugMessageControl, "glDebugMessageControlARB");
446  BindGLProc(_glDebugMessageCallback, "glDebugMessageCallbackARB");
447  }
448 
449  if (_glDebugMessageControl != nullptr && _glDebugMessageCallback != nullptr) {
450  /* Enable debug output. As synchronous debug output costs performance, we only enable it with a high debug level. */
451  _glEnable(GL_DEBUG_OUTPUT);
452  if (_debug_driver_level >= 8) _glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
453 
454  _glDebugMessageCallback(&DebugOutputCallback, nullptr);
455  /* Enable all messages on highest debug level.*/
456  _glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, _debug_driver_level >= 9 ? GL_TRUE : GL_FALSE);
457  /* Get debug messages for errors and undefined/deprecated behaviour. */
458  _glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
459  _glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
460  _glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
461  }
462 #endif
463 }
464 
471 /* static */ const char *OpenGLBackend::Create(GetOGLProcAddressProc get_proc, const Dimension &screen_res)
472 {
474 
475  GetOGLProcAddress = get_proc;
476 
478  return OpenGLBackend::instance->Init(screen_res);
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) {
515  this->InternalClearCursorCache();
517 
518  _glDeleteTextures(1, &this->vid_texture);
519  _glDeleteTextures(1, &this->anim_texture);
520  _glDeleteTextures(1, &this->pal_texture);
521  }
522 }
523 
529 const char *OpenGLBackend::Init(const Dimension &screen_res)
530 {
531  if (!BindBasicInfoProcs()) return "OpenGL not supported";
532 
533  /* Always query the supported OpenGL version as the current context might have changed. */
534  const char *ver = (const char *)_glGetString(GL_VERSION);
535  const char *vend = (const char *)_glGetString(GL_VENDOR);
536  const char *renderer = (const char *)_glGetString(GL_RENDERER);
537 
538  if (ver == nullptr || vend == nullptr || renderer == nullptr) return "OpenGL not supported";
539 
540  Debug(driver, 1, "OpenGL driver: {} - {} ({})", vend, renderer, ver);
541 
542 #ifndef GL_ALLOW_SOFTWARE_RENDERER
543  /* Don't use MESA software rendering backends as they are slower than
544  * just using a non-OpenGL video driver. */
545  if (strncmp(renderer, "llvmpipe", 8) == 0 || strncmp(renderer, "softpipe", 8) == 0) return "Software renderer detected, not using OpenGL";
546 #endif
547 
548  const char *minor = strchr(ver, '.');
549  _gl_major_ver = atoi(ver);
550  _gl_minor_ver = minor != nullptr ? atoi(minor + 1) : 0;
551 
552 #ifdef _WIN32
553  /* Old drivers on Windows (especially if made by Intel) seem to be
554  * unstable, so cull the oldest stuff here. */
555  if (!IsOpenGLVersionAtLeast(3, 2)) return "Need at least OpenGL version 3.2 on Windows";
556 #endif
557 
558  if (!BindBasicOpenGLProcs()) return "Failed to bind basic OpenGL functions.";
559 
560  SetupDebugOutput();
561 
562  /* OpenGL 1.3 is the absolute minimum. */
563  if (!IsOpenGLVersionAtLeast(1, 3)) return "OpenGL version >= 1.3 required";
564  /* Check for non-power-of-two texture support. */
565  if (!IsOpenGLVersionAtLeast(2, 0) && !IsOpenGLExtensionSupported("GL_ARB_texture_non_power_of_two")) return "Non-power-of-two textures not supported";
566  /* Check for single element texture formats. */
567  if (!IsOpenGLVersionAtLeast(3, 0) && !IsOpenGLExtensionSupported("GL_ARB_texture_rg")) return "Single element texture formats not supported";
568  if (!BindTextureExtensions()) return "Failed to bind texture extension functions";
569  /* Check for vertex buffer objects. */
570  if (!IsOpenGLVersionAtLeast(1, 5) && !IsOpenGLExtensionSupported("ARB_vertex_buffer_object")) return "Vertex buffer objects not supported";
571  if (!BindVBOExtension()) return "Failed to bind VBO extension functions";
572  /* Check for pixel buffer objects. */
573  if (!IsOpenGLVersionAtLeast(2, 1) && !IsOpenGLExtensionSupported("GL_ARB_pixel_buffer_object")) return "Pixel buffer objects not supported";
574  /* Check for vertex array objects. */
575  if (!IsOpenGLVersionAtLeast(3, 0) && (!IsOpenGLExtensionSupported("GL_ARB_vertex_array_object") || !IsOpenGLExtensionSupported("GL_APPLE_vertex_array_object"))) return "Vertex array objects not supported";
576  if (!BindVBAExtension()) return "Failed to bind VBA extension functions";
577  /* Check for shader objects. */
578  if (!IsOpenGLVersionAtLeast(2, 0) && (!IsOpenGLExtensionSupported("GL_ARB_shader_objects") || !IsOpenGLExtensionSupported("GL_ARB_fragment_shader") || !IsOpenGLExtensionSupported("GL_ARB_vertex_shader"))) return "No shader support";
579  if (!BindShaderExtensions()) return "Failed to bind shader extension functions";
580  if (IsOpenGLVersionAtLeast(3, 2) && _glBindFragDataLocation == nullptr) return "OpenGL claims to support version 3.2 but doesn't have glBindFragDataLocation";
581 
582  this->persistent_mapping_supported = IsOpenGLVersionAtLeast(3, 0) && (IsOpenGLVersionAtLeast(4, 4) || IsOpenGLExtensionSupported("GL_ARB_buffer_storage"));
583 #ifndef NO_GL_BUFFER_SYNC
584  this->persistent_mapping_supported = this->persistent_mapping_supported && (IsOpenGLVersionAtLeast(3, 2) || IsOpenGLExtensionSupported("GL_ARB_sync"));
585 #endif
586 
587  if (this->persistent_mapping_supported && !BindPersistentBufferExtensions()) {
588  Debug(driver, 1, "OpenGL claims to support persistent buffer mapping but doesn't export all functions, not using persistent mapping.");
589  this->persistent_mapping_supported = false;
590  }
591  if (this->persistent_mapping_supported) Debug(driver, 3, "OpenGL: Using persistent buffer mapping");
592 
593  /* Check maximum texture size against screen resolution. */
594  GLint max_tex_size = 0;
595  _glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_tex_size);
596  if (std::max(screen_res.width, screen_res.height) > (uint)max_tex_size) return "Max supported texture size is too small";
597 
598  /* Check available texture units. */
599  GLint max_tex_units = 0;
600  _glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_tex_units);
601  if (max_tex_units < 4) return "Not enough simultaneous textures supported";
602 
603  Debug(driver, 2, "OpenGL shading language version: {}, texture units = {}", (const char *)_glGetString(GL_SHADING_LANGUAGE_VERSION), (int)max_tex_units);
604 
605  if (!this->InitShaders()) return "Failed to initialize shaders";
606 
607  /* Setup video buffer texture. */
608  _glGenTextures(1, &this->vid_texture);
609  _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
610  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
611  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
612  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
613  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
614  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
615  _glBindTexture(GL_TEXTURE_2D, 0);
616  if (_glGetError() != GL_NO_ERROR) return "Can't generate video buffer texture";
617 
618  /* Setup video buffer texture. */
619  _glGenTextures(1, &this->anim_texture);
620  _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
621  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
622  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
623  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
624  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
625  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
626  _glBindTexture(GL_TEXTURE_2D, 0);
627  if (_glGetError() != GL_NO_ERROR) return "Can't generate animation buffer texture";
628 
629  /* Setup palette texture. */
630  _glGenTextures(1, &this->pal_texture);
631  _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
632  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
633  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
634  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0);
635  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
636  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
637  _glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, 256, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
638  _glBindTexture(GL_TEXTURE_1D, 0);
639  if (_glGetError() != GL_NO_ERROR) return "Can't generate palette lookup texture";
640 
641  /* Bind uniforms in rendering shader program. */
642  GLint tex_location = _glGetUniformLocation(this->vid_program, "colour_tex");
643  GLint palette_location = _glGetUniformLocation(this->vid_program, "palette");
644  GLint sprite_location = _glGetUniformLocation(this->vid_program, "sprite");
645  GLint screen_location = _glGetUniformLocation(this->vid_program, "screen");
646  _glUseProgram(this->vid_program);
647  _glUniform1i(tex_location, 0); // Texture unit 0.
648  _glUniform1i(palette_location, 1); // Texture unit 1.
649  /* Values that result in no transform. */
650  _glUniform4f(sprite_location, 0.0f, 0.0f, 1.0f, 1.0f);
651  _glUniform2f(screen_location, 1.0f, 1.0f);
652 
653  /* Bind uniforms in palette rendering shader program. */
654  tex_location = _glGetUniformLocation(this->pal_program, "colour_tex");
655  palette_location = _glGetUniformLocation(this->pal_program, "palette");
656  sprite_location = _glGetUniformLocation(this->pal_program, "sprite");
657  screen_location = _glGetUniformLocation(this->pal_program, "screen");
658  _glUseProgram(this->pal_program);
659  _glUniform1i(tex_location, 0); // Texture unit 0.
660  _glUniform1i(palette_location, 1); // Texture unit 1.
661  _glUniform4f(sprite_location, 0.0f, 0.0f, 1.0f, 1.0f);
662  _glUniform2f(screen_location, 1.0f, 1.0f);
663 
664  /* Bind uniforms in remap shader program. */
665  tex_location = _glGetUniformLocation(this->remap_program, "colour_tex");
666  palette_location = _glGetUniformLocation(this->remap_program, "palette");
667  GLint remap_location = _glGetUniformLocation(this->remap_program, "remap_tex");
668  this->remap_sprite_loc = _glGetUniformLocation(this->remap_program, "sprite");
669  this->remap_screen_loc = _glGetUniformLocation(this->remap_program, "screen");
670  this->remap_zoom_loc = _glGetUniformLocation(this->remap_program, "zoom");
671  this->remap_rgb_loc = _glGetUniformLocation(this->remap_program, "rgb");
672  _glUseProgram(this->remap_program);
673  _glUniform1i(tex_location, 0); // Texture unit 0.
674  _glUniform1i(palette_location, 1); // Texture unit 1.
675  _glUniform1i(remap_location, 2); // Texture unit 2.
676 
677  /* Bind uniforms in sprite shader program. */
678  tex_location = _glGetUniformLocation(this->sprite_program, "colour_tex");
679  palette_location = _glGetUniformLocation(this->sprite_program, "palette");
680  remap_location = _glGetUniformLocation(this->sprite_program, "remap_tex");
681  GLint pal_location = _glGetUniformLocation(this->sprite_program, "pal");
682  this->sprite_sprite_loc = _glGetUniformLocation(this->sprite_program, "sprite");
683  this->sprite_screen_loc = _glGetUniformLocation(this->sprite_program, "screen");
684  this->sprite_zoom_loc = _glGetUniformLocation(this->sprite_program, "zoom");
685  this->sprite_rgb_loc = _glGetUniformLocation(this->sprite_program, "rgb");
686  this->sprite_crash_loc = _glGetUniformLocation(this->sprite_program, "crash");
687  _glUseProgram(this->sprite_program);
688  _glUniform1i(tex_location, 0); // Texture unit 0.
689  _glUniform1i(palette_location, 1); // Texture unit 1.
690  _glUniform1i(remap_location, 2); // Texture unit 2.
691  _glUniform1i(pal_location, 3); // Texture unit 3.
692  (void)_glGetError(); // Clear errors.
693 
694  /* Create pixel buffer object as video buffer storage. */
695  _glGenBuffers(1, &this->vid_pbo);
696  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
697  _glGenBuffers(1, &this->anim_pbo);
698  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
699  if (_glGetError() != GL_NO_ERROR) return "Can't allocate pixel buffer for video buffer";
700 
701  /* Prime vertex buffer with a full-screen quad and store
702  * the corresponding state in a vertex array object. */
703  static const Simple2DVertex vert_array[] = {
704  // x y u v
705  { 1.f, -1.f, 1.f, 1.f },
706  { 1.f, 1.f, 1.f, 0.f },
707  { -1.f, -1.f, 0.f, 1.f },
708  { -1.f, 1.f, 0.f, 0.f },
709  };
710 
711  /* Create VAO. */
712  _glGenVertexArrays(1, &this->vao_quad);
713  _glBindVertexArray(this->vao_quad);
714 
715  /* Create and fill VBO. */
716  _glGenBuffers(1, &this->vbo_quad);
717  _glBindBuffer(GL_ARRAY_BUFFER, this->vbo_quad);
718  _glBufferData(GL_ARRAY_BUFFER, sizeof(vert_array), vert_array, GL_STATIC_DRAW);
719  if (_glGetError() != GL_NO_ERROR) return "Can't generate VBO for fullscreen quad";
720 
721  /* Set vertex state. */
722  GLint loc_position = _glGetAttribLocation(this->vid_program, "position");
723  GLint colour_position = _glGetAttribLocation(this->vid_program, "colour_uv");
724  _glEnableVertexAttribArray(loc_position);
725  _glEnableVertexAttribArray(colour_position);
726  _glVertexAttribPointer(loc_position, 2, GL_FLOAT, GL_FALSE, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, x));
727  _glVertexAttribPointer(colour_position, 2, GL_FLOAT, GL_FALSE, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, u));
728  _glBindVertexArray(0);
729 
730  /* Create resources for sprite rendering. */
731  if (!OpenGLSprite::Create()) return "Failed to create sprite rendering resources";
732 
733  this->PrepareContext();
734  (void)_glGetError(); // Clear errors.
735 
736  return nullptr;
737 }
738 
739 void OpenGLBackend::PrepareContext()
740 {
741  _glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
742  _glDisable(GL_DEPTH_TEST);
743  /* Enable alpha blending using the src alpha factor. */
744  _glEnable(GL_BLEND);
745  _glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
746 }
747 
753 static bool VerifyShader(GLuint shader)
754 {
755  static ReusableBuffer<char> log_buf;
756 
757  GLint result = GL_FALSE;
758  _glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
759 
760  /* Output log if there is one. */
761  GLint log_len = 0;
762  _glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len);
763  if (log_len > 0) {
764  _glGetShaderInfoLog(shader, log_len, nullptr, log_buf.Allocate(log_len));
765  Debug(driver, result != GL_TRUE ? 0 : 2, "{}", log_buf.GetBuffer()); // Always print on failure.
766  }
767 
768  return result == GL_TRUE;
769 }
770 
776 static bool VerifyProgram(GLuint program)
777 {
778  static ReusableBuffer<char> log_buf;
779 
780  GLint result = GL_FALSE;
781  _glGetProgramiv(program, GL_LINK_STATUS, &result);
782 
783  /* Output log if there is one. */
784  GLint log_len = 0;
785  _glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len);
786  if (log_len > 0) {
787  _glGetProgramInfoLog(program, log_len, nullptr, log_buf.Allocate(log_len));
788  Debug(driver, result != GL_TRUE ? 0 : 2, "{}", log_buf.GetBuffer()); // Always print on failure.
789  }
790 
791  return result == GL_TRUE;
792 }
793 
799 {
800  const char *ver = (const char *)_glGetString(GL_SHADING_LANGUAGE_VERSION);
801  if (ver == nullptr) return false;
802 
803  int glsl_major = ver[0] - '0';
804  int glsl_minor = ver[2] - '0';
805 
806  bool glsl_150 = (IsOpenGLVersionAtLeast(3, 2) || glsl_major > 1 || (glsl_major == 1 && glsl_minor >= 5)) && _glBindFragDataLocation != nullptr;
807 
808  /* Create vertex shader. */
809  GLuint vert_shader = _glCreateShader(GL_VERTEX_SHADER);
810  _glShaderSource(vert_shader, glsl_150 ? lengthof(_vertex_shader_sprite_150) : lengthof(_vertex_shader_sprite), glsl_150 ? _vertex_shader_sprite_150 : _vertex_shader_sprite, nullptr);
811  _glCompileShader(vert_shader);
812  if (!VerifyShader(vert_shader)) return false;
813 
814  /* Create fragment shader for plain RGBA. */
815  GLuint frag_shader_rgb = _glCreateShader(GL_FRAGMENT_SHADER);
816  _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);
817  _glCompileShader(frag_shader_rgb);
818  if (!VerifyShader(frag_shader_rgb)) return false;
819 
820  /* Create fragment shader for paletted only. */
821  GLuint frag_shader_pal = _glCreateShader(GL_FRAGMENT_SHADER);
822  _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);
823  _glCompileShader(frag_shader_pal);
824  if (!VerifyShader(frag_shader_pal)) return false;
825 
826  /* Sprite remap fragment shader. */
827  GLuint remap_shader = _glCreateShader(GL_FRAGMENT_SHADER);
829  _glCompileShader(remap_shader);
830  if (!VerifyShader(remap_shader)) return false;
831 
832  /* Sprite fragment shader. */
833  GLuint sprite_shader = _glCreateShader(GL_FRAGMENT_SHADER);
834  _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);
835  _glCompileShader(sprite_shader);
836  if (!VerifyShader(sprite_shader)) return false;
837 
838  /* Link shaders to program. */
839  this->vid_program = _glCreateProgram();
840  _glAttachShader(this->vid_program, vert_shader);
841  _glAttachShader(this->vid_program, frag_shader_rgb);
842 
843  this->pal_program = _glCreateProgram();
844  _glAttachShader(this->pal_program, vert_shader);
845  _glAttachShader(this->pal_program, frag_shader_pal);
846 
847  this->remap_program = _glCreateProgram();
848  _glAttachShader(this->remap_program, vert_shader);
849  _glAttachShader(this->remap_program, remap_shader);
850 
851  this->sprite_program = _glCreateProgram();
852  _glAttachShader(this->sprite_program, vert_shader);
853  _glAttachShader(this->sprite_program, sprite_shader);
854 
855  if (glsl_150) {
856  /* Bind fragment shader outputs. */
857  _glBindFragDataLocation(this->vid_program, 0, "colour");
858  _glBindFragDataLocation(this->pal_program, 0, "colour");
859  _glBindFragDataLocation(this->remap_program, 0, "colour");
860  _glBindFragDataLocation(this->sprite_program, 0, "colour");
861  }
862 
863  _glLinkProgram(this->vid_program);
864  if (!VerifyProgram(this->vid_program)) return false;
865 
866  _glLinkProgram(this->pal_program);
867  if (!VerifyProgram(this->pal_program)) return false;
868 
869  _glLinkProgram(this->remap_program);
870  if (!VerifyProgram(this->remap_program)) return false;
871 
872  _glLinkProgram(this->sprite_program);
873  if (!VerifyProgram(this->sprite_program)) return false;
874 
875  _glDeleteShader(vert_shader);
876  _glDeleteShader(frag_shader_rgb);
877  _glDeleteShader(frag_shader_pal);
878  _glDeleteShader(remap_shader);
879  _glDeleteShader(sprite_shader);
880 
881  return true;
882 }
883 
890 template <class T>
891 static void ClearPixelBuffer(size_t len, T data)
892 {
893  T *buf = reinterpret_cast<T *>(_glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE));
894  for (size_t i = 0; i < len; i++) {
895  *buf++ = data;
896  }
897  _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
898 }
899 
907 bool OpenGLBackend::Resize(int w, int h, bool force)
908 {
909  if (!force && _screen.width == w && _screen.height == h) return false;
910 
912  int pitch = Align(w, 4);
913 
914  _glViewport(0, 0, w, h);
915 
916  _glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch);
917 
918  this->vid_buffer = nullptr;
919  if (this->persistent_mapping_supported) {
920  _glDeleteBuffers(1, &this->vid_pbo);
921  _glGenBuffers(1, &this->vid_pbo);
922  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
923  _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);
924  } else {
925  /* Re-allocate video buffer texture and backing store. */
926  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
927  _glBufferData(GL_PIXEL_UNPACK_BUFFER, pitch * h * bpp / 8, nullptr, GL_DYNAMIC_DRAW);
928  }
929 
930  if (bpp == 32) {
931  /* Initialize backing store alpha to opaque for 32bpp modes. */
932  Colour black(0, 0, 0);
933  if (_glClearBufferSubData != nullptr) {
934  _glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_RGBA8, 0, pitch * h * bpp / 8, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &black.data);
935  } else {
936  ClearPixelBuffer<uint32>(pitch * h, black.data);
937  }
938  } else if (bpp == 8) {
939  if (_glClearBufferSubData != nullptr) {
940  byte b = 0;
941  _glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_R8, 0, pitch * h, GL_RED, GL_UNSIGNED_BYTE, &b);
942  } else {
943  ClearPixelBuffer<byte>(pitch * h, 0);
944  }
945  }
946 
947  _glActiveTexture(GL_TEXTURE0);
948  _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
949  switch (bpp) {
950  case 8:
951  _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
952  break;
953 
954  default:
955  _glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
956  break;
957  }
958  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
959 
960  /* Does this blitter need a separate animation buffer? */
961  if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
962  this->anim_buffer = nullptr;
963  if (this->persistent_mapping_supported) {
964  _glDeleteBuffers(1, &this->anim_pbo);
965  _glGenBuffers(1, &this->anim_pbo);
966  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
967  _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);
968  } else {
969  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
970  _glBufferData(GL_PIXEL_UNPACK_BUFFER, pitch * h, nullptr, GL_DYNAMIC_DRAW);
971  }
972 
973  /* Initialize buffer as 0 == no remap. */
974  if (_glClearBufferSubData != nullptr) {
975  byte b = 0;
976  _glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_R8, 0, pitch * h, GL_RED, GL_UNSIGNED_BYTE, &b);
977  } else {
978  ClearPixelBuffer<byte>(pitch * h, 0);
979  }
980 
981  _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
982  _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
983  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
984  } else {
985  if (this->anim_buffer != nullptr) {
986  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
987  _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
988  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
989  this->anim_buffer = nullptr;
990  }
991 
992  /* Allocate dummy texture that always reads as 0 == no remap. */
993  uint dummy = 0;
994  _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
995  _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
996  _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &dummy);
997  }
998 
999  _glBindTexture(GL_TEXTURE_2D, 0);
1000 
1001  /* Set new viewport. */
1002  _screen.height = h;
1003  _screen.width = w;
1004  _screen.pitch = pitch;
1005  _screen.dst_ptr = nullptr;
1006 
1007  /* Update screen size in remap shader program. */
1008  _glUseProgram(this->remap_program);
1009  _glUniform2f(this->remap_screen_loc, (float)_screen.width, (float)_screen.height);
1010 
1011  _glClear(GL_COLOR_BUFFER_BIT);
1012 
1013  return true;
1014 }
1015 
1022 void OpenGLBackend::UpdatePalette(const Colour *pal, uint first, uint length)
1023 {
1024  assert(first + length <= 256);
1025 
1026  _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1027  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1028  _glActiveTexture(GL_TEXTURE1);
1029  _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
1030  _glTexSubImage1D(GL_TEXTURE_1D, 0, first, length, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pal + first);
1031 }
1032 
1037 {
1038  _glClear(GL_COLOR_BUFFER_BIT);
1039 
1040  _glDisable(GL_BLEND);
1041 
1042  /* Blit video buffer to screen. */
1043  _glActiveTexture(GL_TEXTURE0);
1044  _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
1045  _glActiveTexture(GL_TEXTURE1);
1046  _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
1047  /* Is the blitter relying on a separate animation buffer? */
1048  if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
1049  _glActiveTexture(GL_TEXTURE2);
1050  _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
1051  _glUseProgram(this->remap_program);
1052  _glUniform4f(this->remap_sprite_loc, 0.0f, 0.0f, 1.0f, 1.0f);
1053  _glUniform2f(this->remap_screen_loc, 1.0f, 1.0f);
1054  _glUniform1f(this->remap_zoom_loc, 0);
1055  _glUniform1i(this->remap_rgb_loc, 1);
1056  } else {
1057  _glUseProgram(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 8 ? this->pal_program : this->vid_program);
1058  }
1059  _glBindVertexArray(this->vao_quad);
1060  _glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1061 
1062  _glEnable(GL_BLEND);
1063 }
1064 
1069 {
1070  if (!this->cursor_in_window) return;
1071 
1072  /* Draw cursor on screen */
1073  _cur_dpi = &_screen;
1074  for (uint i = 0; i < this->cursor_sprite_count; ++i) {
1075  SpriteID sprite = this->cursor_sprite_seq[i].sprite;
1076 
1077  /* Sprites are cached by PopulateCursorCache(). */
1078  if (this->cursor_cache.Contains(sprite)) {
1079  Sprite *spr = this->cursor_cache.Get(sprite);
1080 
1081  this->RenderOglSprite((OpenGLSprite *)spr->data, this->cursor_sprite_seq[i].pal,
1082  this->cursor_pos.x + this->cursor_sprite_pos[i].x + UnScaleByZoom(spr->x_offs, ZOOM_LVL_GUI),
1083  this->cursor_pos.y + this->cursor_sprite_pos[i].y + UnScaleByZoom(spr->y_offs, ZOOM_LVL_GUI),
1084  ZOOM_LVL_GUI);
1085  }
1086  }
1087 }
1088 
1089 void OpenGLBackend::PopulateCursorCache()
1090 {
1091  static_assert(lengthof(_cursor.sprite_seq) == lengthof(this->cursor_sprite_seq));
1092  static_assert(lengthof(_cursor.sprite_pos) == lengthof(this->cursor_sprite_pos));
1093 
1094  if (this->clear_cursor_cache) {
1095  /* We have a pending cursor cache clear to do first. */
1096  this->clear_cursor_cache = false;
1097  this->last_sprite_pal = (PaletteID)-1;
1098 
1099  this->InternalClearCursorCache();
1100  }
1101 
1102  this->cursor_pos = _cursor.pos;
1103  this->cursor_sprite_count = _cursor.sprite_count;
1104  this->cursor_in_window = _cursor.in_window;
1105 
1106  for (uint i = 0; i < _cursor.sprite_count; ++i) {
1107  this->cursor_sprite_seq[i] = _cursor.sprite_seq[i];
1108  this->cursor_sprite_pos[i] = _cursor.sprite_pos[i];
1109  SpriteID sprite = _cursor.sprite_seq[i].sprite;
1110 
1111  if (!this->cursor_cache.Contains(sprite)) {
1112  Sprite *old = this->cursor_cache.Insert(sprite, (Sprite *)GetRawSprite(sprite, ST_NORMAL, &SimpleSpriteAlloc, this));
1113  if (old != nullptr) {
1114  OpenGLSprite *sprite = (OpenGLSprite *)old->data;
1115  sprite->~OpenGLSprite();
1116  free(old);
1117  }
1118  }
1119  }
1120 }
1121 
1126 {
1127  Sprite *sp;
1128  while ((sp = this->cursor_cache.Pop()) != nullptr) {
1129  OpenGLSprite *sprite = (OpenGLSprite *)sp->data;
1130  sprite->~OpenGLSprite();
1131  free(sp);
1132  }
1133 }
1134 
1139 {
1140  /* If the game loop is threaded, this function might be called
1141  * from the game thread. As we can call OpenGL functions only
1142  * on the main thread, just set a flag that is handled the next
1143  * time we prepare the cursor cache for drawing. */
1144  this->clear_cursor_cache = true;
1145 }
1146 
1152 {
1153 #ifndef NO_GL_BUFFER_SYNC
1154  if (this->sync_vid_mapping != nullptr) _glClientWaitSync(this->sync_vid_mapping, GL_SYNC_FLUSH_COMMANDS_BIT, 100000000); // 100ms timeout.
1155 #endif
1156 
1157  if (!this->persistent_mapping_supported) {
1158  assert(this->vid_buffer == nullptr);
1159  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
1160  this->vid_buffer = _glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
1161  } else if (this->vid_buffer == nullptr) {
1162  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
1163  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);
1164  }
1165 
1166  return this->vid_buffer;
1167 }
1168 
1174 {
1175  if (this->anim_pbo == 0) return nullptr;
1176 
1177 #ifndef NO_GL_BUFFER_SYNC
1178  if (this->sync_anim_mapping != nullptr) _glClientWaitSync(this->sync_anim_mapping, GL_SYNC_FLUSH_COMMANDS_BIT, 100000000); // 100ms timeout.
1179 #endif
1180 
1181  if (!this->persistent_mapping_supported) {
1182  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
1183  this->anim_buffer = _glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
1184  } else if (this->anim_buffer == nullptr) {
1185  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
1186  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);
1187  }
1188 
1189  return (uint8 *)this->anim_buffer;
1190 }
1191 
1196 void OpenGLBackend::ReleaseVideoBuffer(const Rect &update_rect)
1197 {
1198  assert(this->vid_pbo != 0);
1199 
1200  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
1201  if (!this->persistent_mapping_supported) {
1202  _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
1203  this->vid_buffer = nullptr;
1204  }
1205 
1206 #ifndef NO_GL_BUFFER_SYNC
1207  if (this->persistent_mapping_supported) {
1208  _glDeleteSync(this->sync_vid_mapping);
1209  this->sync_vid_mapping = nullptr;
1210  }
1211 #endif
1212 
1213  /* Update changed rect of the video buffer texture. */
1214  if (!IsEmptyRect(update_rect)) {
1215  _glActiveTexture(GL_TEXTURE0);
1216  _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
1217  _glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
1218  switch (BlitterFactory::GetCurrentBlitter()->GetScreenDepth()) {
1219  case 8:
1220  _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));
1221  break;
1222 
1223  default:
1224  _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));
1225  break;
1226  }
1227 
1228 #ifndef NO_GL_BUFFER_SYNC
1229  if (this->persistent_mapping_supported) this->sync_vid_mapping = _glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
1230 #endif
1231  }
1232 }
1233 
1238 void OpenGLBackend::ReleaseAnimBuffer(const Rect &update_rect)
1239 {
1240  if (this->anim_pbo == 0) return;
1241 
1242  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
1243  if (!this->persistent_mapping_supported) {
1244  _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
1245  this->anim_buffer = nullptr;
1246  }
1247 
1248 #ifndef NO_GL_BUFFER_SYNC
1249  if (this->persistent_mapping_supported) {
1250  _glDeleteSync(this->sync_anim_mapping);
1251  this->sync_anim_mapping = nullptr;
1252  }
1253 #endif
1254 
1255  /* Update changed rect of the video buffer texture. */
1256  if (update_rect.left != update_rect.right) {
1257  _glActiveTexture(GL_TEXTURE0);
1258  _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
1259  _glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
1260  _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));
1261 
1262 #ifndef NO_GL_BUFFER_SYNC
1263  if (this->persistent_mapping_supported) this->sync_anim_mapping = _glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
1264 #endif
1265  }
1266 }
1267 
1268 /* virtual */ Sprite *OpenGLBackend::Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator)
1269 {
1270  /* Allocate and construct sprite data. */
1271  Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sizeof(OpenGLSprite));
1272 
1273  OpenGLSprite *gl_sprite = (OpenGLSprite *)dest_sprite->data;
1274  new (gl_sprite) OpenGLSprite(sprite->width, sprite->height, sprite->type == ST_FONT ? 1 : ZOOM_LVL_COUNT, sprite->colours);
1275 
1276  /* Upload texture data. */
1277  for (int i = 0; i < (sprite->type == ST_FONT ? 1 : ZOOM_LVL_COUNT); i++) {
1278  gl_sprite->Update(sprite[i].width, sprite[i].height, i, sprite[i].data);
1279  }
1280 
1281  dest_sprite->height = sprite->height;
1282  dest_sprite->width = sprite->width;
1283  dest_sprite->x_offs = sprite->x_offs;
1284  dest_sprite->y_offs = sprite->y_offs;
1285 
1286  return dest_sprite;
1287 }
1288 
1296 void OpenGLBackend::RenderOglSprite(OpenGLSprite *gl_sprite, PaletteID pal, int x, int y, ZoomLevel zoom)
1297 {
1298  /* Set textures. */
1299  bool rgb = gl_sprite->BindTextures();
1300  _glActiveTexture(GL_TEXTURE0 + 1);
1301  _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
1302 
1303  /* Set palette remap. */
1304  _glActiveTexture(GL_TEXTURE0 + 3);
1305  if (pal != PAL_NONE) {
1306  _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex);
1307  if (pal != this->last_sprite_pal) {
1308  /* Different remap palette in use, update texture. */
1309  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, OpenGLSprite::pal_pbo);
1310  _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1311 
1312  _glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, 256, GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1);
1313  _glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RED, GL_UNSIGNED_BYTE, nullptr);
1314 
1315  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1316 
1317  this->last_sprite_pal = pal;
1318  }
1319  } else {
1320  _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity);
1321  }
1322 
1323  /* Set up shader program. */
1324  Dimension dim = gl_sprite->GetSize(zoom);
1325  _glUseProgram(this->sprite_program);
1326  _glUniform4f(this->sprite_sprite_loc, (float)x, (float)y, (float)dim.width, (float)dim.height);
1327  _glUniform1f(this->sprite_zoom_loc, (float)(zoom - ZOOM_LVL_BEGIN));
1328  _glUniform2f(this->sprite_screen_loc, (float)_screen.width, (float)_screen.height);
1329  _glUniform1i(this->sprite_rgb_loc, rgb ? 1 : 0);
1330  _glUniform1i(this->sprite_crash_loc, pal == PALETTE_CRASH ? 1 : 0);
1331 
1332  _glBindVertexArray(this->vao_quad);
1333  _glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1334 }
1335 
1336 
1337 /* static */ GLuint OpenGLSprite::dummy_tex[] = { 0, 0 };
1338 /* static */ GLuint OpenGLSprite::pal_identity = 0;
1339 /* static */ GLuint OpenGLSprite::pal_tex = 0;
1340 /* static */ GLuint OpenGLSprite::pal_pbo = 0;
1341 
1346 /* static */ bool OpenGLSprite::Create()
1347 {
1348  _glGenTextures(NUM_TEX, OpenGLSprite::dummy_tex);
1349 
1350  for (int t = TEX_RGBA; t < NUM_TEX; t++) {
1351  _glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[t]);
1352 
1353  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
1354  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1355  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
1356  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1357  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1358  }
1359 
1360  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1361  _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1362 
1363  /* Load dummy RGBA texture. */
1364  const Colour rgb_pixel(0, 0, 0);
1365  _glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[TEX_RGBA]);
1366  _glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &rgb_pixel);
1367 
1368  /* Load dummy remap texture. */
1369  const uint pal = 0;
1370  _glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[TEX_REMAP]);
1371  _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &pal);
1372 
1373  /* Create palette remap textures. */
1374  std::array<uint8, 256> identity_pal;
1375  std::iota(std::begin(identity_pal), std::end(identity_pal), 0);
1376 
1377  /* Permanent texture for identity remap. */
1378  _glGenTextures(1, &OpenGLSprite::pal_identity);
1379  _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity);
1380  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1381  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1382  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0);
1383  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1384  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1385  _glTexImage1D(GL_TEXTURE_1D, 0, GL_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data());
1386 
1387  /* Dynamically updated texture for remaps. */
1388  _glGenTextures(1, &OpenGLSprite::pal_tex);
1389  _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex);
1390  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1391  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1392  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0);
1393  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1394  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1395  _glTexImage1D(GL_TEXTURE_1D, 0, GL_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data());
1396 
1397  /* Pixel buffer for remap updates. */
1398  _glGenBuffers(1, &OpenGLSprite::pal_pbo);
1399  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, OpenGLSprite::pal_pbo);
1400  _glBufferData(GL_PIXEL_UNPACK_BUFFER, 256, identity_pal.data(), GL_DYNAMIC_DRAW);
1401  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1402 
1403  return _glGetError() == GL_NO_ERROR;
1404 }
1405 
1407 /* static */ void OpenGLSprite::Destroy()
1408 {
1409  _glDeleteTextures(NUM_TEX, OpenGLSprite::dummy_tex);
1410  _glDeleteTextures(1, &OpenGLSprite::pal_identity);
1411  _glDeleteTextures(1, &OpenGLSprite::pal_tex);
1412  if (_glDeleteBuffers != nullptr) _glDeleteBuffers(1, &OpenGLSprite::pal_pbo);
1413 }
1414 
1422 OpenGLSprite::OpenGLSprite(uint width, uint height, uint levels, SpriteColourComponent components)
1423 {
1424  assert(levels > 0);
1425  (void)_glGetError();
1426 
1427  this->dim.width = width;
1428  this->dim.height = height;
1429 
1430  MemSetT(this->tex, 0, NUM_TEX);
1431  _glActiveTexture(GL_TEXTURE0);
1432  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1433 
1434  for (int t = TEX_RGBA; t < NUM_TEX; t++) {
1435  /* Sprite component present? */
1436  if (t == TEX_RGBA && components == SCC_PAL) continue;
1437  if (t == TEX_REMAP && (components & SCC_PAL) != SCC_PAL) continue;
1438 
1439  /* Allocate texture. */
1440  _glGenTextures(1, &this->tex[t]);
1441  _glBindTexture(GL_TEXTURE_2D, this->tex[t]);
1442 
1443  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
1444  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1445  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, levels - 1);
1446  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1447  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1448 
1449  /* Set size. */
1450  for (uint i = 0, w = width, h = height; i < levels; i++, w /= 2, h /= 2) {
1451  assert(w * h != 0);
1452  if (t == TEX_REMAP) {
1453  _glTexImage2D(GL_TEXTURE_2D, i, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
1454  } else {
1455  _glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
1456  }
1457  }
1458  }
1459 
1460  assert(_glGetError() == GL_NO_ERROR);
1461 }
1462 
1463 OpenGLSprite::~OpenGLSprite()
1464 {
1465  _glDeleteTextures(NUM_TEX, this->tex);
1466 }
1467 
1475 void OpenGLSprite::Update(uint width, uint height, uint level, const SpriteLoader::CommonPixel * data)
1476 {
1477  static ReusableBuffer<Colour> buf_rgba;
1478  static ReusableBuffer<uint8> buf_pal;
1479 
1480  _glActiveTexture(GL_TEXTURE0);
1481  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1482  _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1483 
1484  if (this->tex[TEX_RGBA] != 0) {
1485  /* Unpack pixel data */
1486  Colour *rgba = buf_rgba.Allocate(width * height);
1487  for (size_t i = 0; i < width * height; i++) {
1488  rgba[i].r = data[i].r;
1489  rgba[i].g = data[i].g;
1490  rgba[i].b = data[i].b;
1491  rgba[i].a = data[i].a;
1492  }
1493 
1494  _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_RGBA]);
1495  _glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, rgba);
1496  }
1497 
1498  if (this->tex[TEX_REMAP] != 0) {
1499  /* Unpack and align pixel data. */
1500  int pitch = Align(width, 4);
1501 
1502  uint8 *pal = buf_pal.Allocate(pitch * height);
1503  const SpriteLoader::CommonPixel *row = data;
1504  for (uint y = 0; y < height; y++, pal += pitch, row += width) {
1505  for (uint x = 0; x < width; x++) {
1506  pal[x] = row[x].m;
1507  }
1508  }
1509 
1510  _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_REMAP]);
1511  _glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, buf_pal.GetBuffer());
1512  }
1513 
1514  assert(_glGetError() == GL_NO_ERROR);
1515 }
1516 
1523 {
1524  Dimension sd = { (uint)UnScaleByZoomLower(this->dim.width, level), (uint)UnScaleByZoomLower(this->dim.height, level) };
1525  return sd;
1526 }
1527 
1533 {
1534  _glActiveTexture(GL_TEXTURE0);
1535  _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_RGBA] != 0 ? this->tex[TEX_RGBA] : OpenGLSprite::dummy_tex[TEX_RGBA]);
1536  _glActiveTexture(GL_TEXTURE0 + 2);
1537  _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_REMAP] != 0 ? this->tex[TEX_REMAP] : OpenGLSprite::dummy_tex[TEX_REMAP]);
1538 
1539  return this->tex[TEX_RGBA] != 0;
1540 }
SpriteLoader::CommonPixel::m
uint8 m
Remap-channel.
Definition: spriteloader.hpp:39
OpenGLBackend::cursor_pos
Point cursor_pos
Cursor position.
Definition: opengl.h:68
SCC_PAL
@ SCC_PAL
Sprite has palette data.
Definition: spriteloader.hpp:25
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:35
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:1296
OpenGLSprite::pal_tex
static GLuint pal_tex
Texture for palette remap.
Definition: opengl.h:132
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:121
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:1522
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:131
_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:1407
Sprite::data
byte data[]
Sprite data.
Definition: spritecache.h:22
OpenGLSprite::tex
GLuint tex[NUM_TEX]
The texture objects.
Definition: opengl.h:127
OpenGLSprite::OpenGLSprite
OpenGLSprite(uint width, uint height, uint levels, SpriteColourComponent components)
Create an OpenGL sprite with a palette remap part.
Definition: opengl.cpp:1422
OpenGLSprite::TEX_REMAP
@ TEX_REMAP
Remap texture part.
Definition: opengl.h:122
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:133
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:1068
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:129
PALETTE_WIDTH
@ PALETTE_WIDTH
number of bits of the sprite containing the recolour palette
Definition: sprites.h:1524
SpriteLoader::Sprite::type
SpriteType type
The sprite type.
Definition: spriteloader.hpp:53
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:1196
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:1346
SpriteLoader::CommonPixel
Definition of a common pixel in OpenTTD's realm.
Definition: spriteloader.hpp:34
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:141
OpenGLBackend::GetVideoBuffer
void * GetVideoBuffer()
Get a pointer to the memory for the video driver to draw to.
Definition: opengl.cpp:1151
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:51
OpenGLBackend::cursor_in_window
bool cursor_in_window
Cursor inside this window.
Definition: opengl.h:69
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
OpenGLBackend::Create
static const char * Create(GetOGLProcAddressProc get_proc, const Dimension &screen_res)
Create and initialize the singleton back-end class.
Definition: opengl.cpp:471
_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:54
OpenGLBackend::cursor_sprite_seq
PalSpriteID cursor_sprite_seq[16]
Current image of cursor.
Definition: opengl.h:70
_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:129
OpenGLBackend::ClearCursorCache
void ClearCursorCache()
Queue a request for cursor cache clear.
Definition: opengl.cpp:1138
SpriteLoader::CommonPixel::b
uint8 b
Blue-channel.
Definition: spriteloader.hpp:37
SpriteLoader::Sprite::width
uint16 width
Width of the sprite.
Definition: spriteloader.hpp:50
PALETTE_CRASH
static const PaletteID PALETTE_CRASH
Recolour sprite greying of crashed vehicles.
Definition: sprites.h:1600
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:1475
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:148
GetRawSprite
void * GetRawSprite(SpriteID sprite, SpriteType type, AllocatorProc *allocator, SpriteEncoder *encoder)
Reads a sprite (from disk or sprite cache).
Definition: spritecache.cpp:905
ReusableBuffer::GetBuffer
const T * GetBuffer() const
Get the currently allocated buffer.
Definition: alloc_type.hpp:75
OpenGLBackend::cursor_sprite_count
uint cursor_sprite_count
Number of cursor sprites to draw.
Definition: opengl.h:72
PaletteID
uint32 PaletteID
The number of the palette.
Definition: gfx_type.h:18
OpenGLBackend::InternalClearCursorCache
void InternalClearCursorCache()
Clear all cached cursor sprites.
Definition: opengl.cpp:1125
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:48
OpenGLSprite::BindTextures
bool BindTextures()
Bind textures for rendering this sprite.
Definition: opengl.cpp:1532
OpenGLBackend::Paint
void Paint()
Render video buffer to the screen.
Definition: opengl.cpp:1036
OpenGLBackend::remap_sprite_loc
GLint remap_sprite_loc
Uniform location for sprite parameters.
Definition: opengl.h:52
Debug
#define Debug(name, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
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:378
OpenGLBackend::UpdatePalette
void UpdatePalette(const Colour *pal, uint first, uint length)
Update the stored palette.
Definition: opengl.cpp:1022
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:117
SpriteLoader::CommonPixel::g
uint8 g
Green-channel.
Definition: spriteloader.hpp:36
SpriteLoader::CommonPixel::a
uint8 a
Alpha-channel.
Definition: spriteloader.hpp:38
OpenGLBackend::clear_cursor_cache
bool clear_cursor_cache
A clear of the cursor cache is pending.
Definition: opengl.h:66
OpenGLBackend::OpenGLBackend
OpenGLBackend()
Construct OpenGL back-end class.
Definition: opengl.cpp:493
_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:52
SpriteLoader::Sprite::height
uint16 height
Height of the sprite.
Definition: spriteloader.hpp:49
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:460
_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:846
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
CursorVars::in_window
bool in_window
mouse inside this window, determines drawing logic
Definition: gfx_type.h:141
OpenGLBackend::ReleaseAnimBuffer
void ReleaseAnimBuffer(const Rect &update_rect)
Update animation buffer texture after the animation buffer was filled.
Definition: opengl.cpp:1238
OpenGLBackend::remap_program
GLuint remap_program
Shader program for blending and rendering a RGBA + remap texture.
Definition: opengl.h:51
OpenGLBackend::Init
const char * Init(const Dimension &screen_res)
Check for the needed OpenGL functionality and allocate all resources.
Definition: opengl.cpp:529
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:907
OpenGLBackend::GetAnimBuffer
uint8 * GetAnimBuffer()
Get a pointer to the memory for the separate animation buffer.
Definition: opengl.cpp:1173
OpenGLBackend::Encode
Sprite * Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator) override
Convert a sprite from the loader to our own format.
Definition: opengl.cpp:1268
IsOpenGLVersionAtLeast
bool IsOpenGLVersionAtLeast(byte major, byte minor)
Check if the current OpenGL version is equal or higher than a given one.
Definition: opengl.cpp:211
OpenGLBackend::cursor_sprite_pos
Point cursor_sprite_pos[16]
Relative position of individual cursor sprites.
Definition: opengl.h:71
OpenGLBackend::InitShaders
bool InitShaders()
Create all needed shader programs.
Definition: opengl.cpp:798
SpriteColourComponent
SpriteColourComponent
The different colour components a sprite can have.
Definition: spriteloader.hpp:22