OpenTTD Source: src/video/opengl.cpp Source File

OpenTTD Source 1.11.0-RC1

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
130 struct Simple2DVertex {
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 {
473 if (OpenGLBackend::instance != nullptr) OpenGLBackend::Destroy();
474
475 GetOGLProcAddress = get_proc;
476
477 OpenGLBackend::instance = new OpenGLBackend();
478 return OpenGLBackend::instance->Init();
479 }
480
484 /* static */ void OpenGLBackend::Destroy()
485 {
486 delete OpenGLBackend::instance;
487 OpenGLBackend::instance = nullptr;
488 }
489
493 OpenGLBackend::OpenGLBackend() : cursor_cache(MAX_CACHED_CURSORS)
494 {
495 }
496
500 OpenGLBackend::~OpenGLBackend()
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 ClearCursorCache();
516 OpenGLSprite::Destroy();
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
794 bool OpenGLBackend::InitShaders()
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);
824 _glShaderSource(remap_shader, glsl_150 ? lengthof(_frag_shader_rgb_mask_blend_150) : lengthof(_frag_shader_rgb_mask_blend), glsl_150 ? _frag_shader_rgb_mask_blend_150 : _frag_shader_rgb_mask_blend, nullptr);
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
891 int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
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
1001 void OpenGLBackend::Paint()
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
1033 void OpenGLBackend::DrawMouseCursor()
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
1040 /* Sprites are cached by PopulateCursorCache(). */
1041 if (this->cursor_cache.Contains(sprite)) {
1042 const Sprite *spr = GetSprite(sprite, ST_NORMAL);
1043
1044 this->RenderOglSprite((OpenGLSprite *)this->cursor_cache.Get(sprite)->data, _cursor.sprite_seq[i].pal,
1045 _cursor.pos.x + _cursor.sprite_pos[i].x + UnScaleByZoom(spr->x_offs, ZOOM_LVL_GUI),
1046 _cursor.pos.y + _cursor.sprite_pos[i].y + UnScaleByZoom(spr->y_offs, ZOOM_LVL_GUI),
1047 ZOOM_LVL_GUI);
1048 }
1049 }
1050 }
1051
1052 void OpenGLBackend::PopulateCursorCache()
1053 {
1054 if (this->clear_cursor_cache) {
1055 /* We have a pending cursor cache clear to do first. */
1056 this->clear_cursor_cache = false;
1057 this->last_sprite_pal = (PaletteID)-1;
1058
1059 Sprite *sp;
1060 while ((sp = this->cursor_cache.Pop()) != nullptr) {
1061 OpenGLSprite *sprite = (OpenGLSprite *)sp->data;
1062 sprite->~OpenGLSprite();
1063 free(sp);
1064 }
1065 }
1066
1067 for (uint i = 0; i < _cursor.sprite_count; ++i) {
1068 SpriteID sprite = _cursor.sprite_seq[i].sprite;
1069
1070 if (!this->cursor_cache.Contains(sprite)) {
1071 Sprite *old = this->cursor_cache.Insert(sprite, (Sprite *)GetRawSprite(sprite, ST_NORMAL, &SimpleSpriteAlloc, this));
1072 if (old != nullptr) {
1073 OpenGLSprite *sprite = (OpenGLSprite *)old->data;
1074 sprite->~OpenGLSprite();
1075 free(old);
1076 }
1077 }
1078 }
1079 }
1080
1084 void OpenGLBackend::ClearCursorCache()
1085 {
1086 /* If the game loop is threaded, this function might be called
1087 * from the game thread. As we can call OpenGL functions only
1088 * on the main thread, just set a flag that is handled the next
1089 * time we prepare the cursor cache for drawing. */
1090 this->clear_cursor_cache = true;
1091 }
1092
1097 void *OpenGLBackend::GetVideoBuffer()
1098 {
1099 #ifndef NO_GL_BUFFER_SYNC
1100 if (this->sync_vid_mapping != nullptr) _glClientWaitSync(this->sync_vid_mapping, GL_SYNC_FLUSH_COMMANDS_BIT, 10000000);
1101 #endif
1102
1103 if (!this->persistent_mapping_supported) {
1104 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
1105 this->vid_buffer = _glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
1106 } else if (this->vid_buffer == nullptr) {
1107 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
1108 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);
1109 }
1110
1111 return this->vid_buffer;
1112 }
1113
1118 uint8 *OpenGLBackend::GetAnimBuffer()
1119 {
1120 if (this->anim_pbo == 0) return nullptr;
1121
1122 #ifndef NO_GL_BUFFER_SYNC
1123 if (this->sync_anim_mapping != nullptr) _glClientWaitSync(this->sync_anim_mapping, GL_SYNC_FLUSH_COMMANDS_BIT, 10000000);
1124 #endif
1125
1126 if (!this->persistent_mapping_supported) {
1127 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
1128 this->anim_buffer = _glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
1129 } else if (this->anim_buffer == nullptr) {
1130 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
1131 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);
1132 }
1133
1134 return (uint8 *)this->anim_buffer;
1135 }
1136
1141 void OpenGLBackend::ReleaseVideoBuffer(const Rect &update_rect)
1142 {
1143 assert(this->vid_pbo != 0);
1144
1145 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
1146 if (!this->persistent_mapping_supported) {
1147 _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
1148 this->vid_buffer = nullptr;
1149 }
1150
1151 #ifndef NO_GL_BUFFER_SYNC
1152 if (this->persistent_mapping_supported) {
1153 _glDeleteSync(this->sync_vid_mapping);
1154 this->sync_vid_mapping = nullptr;
1155 }
1156 #endif
1157
1158 /* Update changed rect of the video buffer texture. */
1159 if (!IsEmptyRect(update_rect)) {
1160 _glActiveTexture(GL_TEXTURE0);
1161 _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
1162 _glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
1163 switch (BlitterFactory::GetCurrentBlitter()->GetScreenDepth()) {
1164 case 8:
1165 _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));
1166 break;
1167
1168 default:
1169 _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));
1170 break;
1171 }
1172
1173 #ifndef NO_GL_BUFFER_SYNC
1174 if (this->persistent_mapping_supported) this->sync_vid_mapping = _glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
1175 #endif
1176 }
1177 }
1178
1183 void OpenGLBackend::ReleaseAnimBuffer(const Rect &update_rect)
1184 {
1185 if (this->anim_pbo == 0) return;
1186
1187 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
1188 if (!this->persistent_mapping_supported) {
1189 _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
1190 this->anim_buffer = nullptr;
1191 }
1192
1193 #ifndef NO_GL_BUFFER_SYNC
1194 if (this->persistent_mapping_supported) {
1195 _glDeleteSync(this->sync_anim_mapping);
1196 this->sync_anim_mapping = nullptr;
1197 }
1198 #endif
1199
1200 /* Update changed rect of the video buffer texture. */
1201 if (update_rect.left != update_rect.right) {
1202 _glActiveTexture(GL_TEXTURE0);
1203 _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
1204 _glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
1205 _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));
1206
1207 #ifndef NO_GL_BUFFER_SYNC
1208 if (this->persistent_mapping_supported) this->sync_anim_mapping = _glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
1209 #endif
1210 }
1211 }
1212
1213 /* virtual */ Sprite *OpenGLBackend::Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator)
1214 {
1215 /* Allocate and construct sprite data. */
1216 Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sizeof(OpenGLSprite));
1217
1218 OpenGLSprite *gl_sprite = (OpenGLSprite *)dest_sprite->data;
1219 new (gl_sprite) OpenGLSprite(sprite->width, sprite->height, sprite->type == ST_FONT ? 1 : ZOOM_LVL_COUNT, sprite->colours);
1220
1221 /* Upload texture data. */
1222 for (int i = 0; i < (sprite->type == ST_FONT ? 1 : ZOOM_LVL_COUNT); i++) {
1223 gl_sprite->Update(sprite[i].width, sprite[i].height, i, sprite[i].data);
1224 }
1225
1226 dest_sprite->height = sprite->height;
1227 dest_sprite->width = sprite->width;
1228 dest_sprite->x_offs = sprite->x_offs;
1229 dest_sprite->y_offs = sprite->y_offs;
1230
1231 return dest_sprite;
1232 }
1233
1241 void OpenGLBackend::RenderOglSprite(OpenGLSprite *gl_sprite, PaletteID pal, int x, int y, ZoomLevel zoom)
1242 {
1243 /* Set textures. */
1244 bool rgb = gl_sprite->BindTextures();
1245 _glActiveTexture(GL_TEXTURE0 + 1);
1246 _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
1247
1248 /* Set palette remap. */
1249 _glActiveTexture(GL_TEXTURE0 + 3);
1250 if (pal != PAL_NONE) {
1251 _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex);
1252 if (pal != this->last_sprite_pal) {
1253 /* Different remap palette in use, update texture. */
1254 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, OpenGLSprite::pal_pbo);
1255 _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1256
1257 _glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, 256, GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1);
1258 _glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RED, GL_UNSIGNED_BYTE, 0);
1259
1260 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1261
1262 this->last_sprite_pal = pal;
1263 }
1264 } else {
1265 _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity);
1266 }
1267
1268 /* Set up shader program. */
1269 Dimension dim = gl_sprite->GetSize(zoom);
1270 _glUseProgram(this->sprite_program);
1271 _glUniform4f(this->sprite_sprite_loc, (float)x, (float)y, (float)dim.width, (float)dim.height);
1272 _glUniform1f(this->sprite_zoom_loc, (float)(zoom - ZOOM_LVL_BEGIN));
1273 _glUniform2f(this->sprite_screen_loc, (float)_screen.width, (float)_screen.height);
1274 _glUniform1i(this->sprite_rgb_loc, rgb ? 1 : 0);
1275 _glUniform1i(this->sprite_crash_loc, pal == PALETTE_CRASH ? 1 : 0);
1276
1277 _glBindVertexArray(this->vao_quad);
1278 _glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1279 }
1280
1281
1282 /* static */ GLuint OpenGLSprite::dummy_tex[] = { 0, 0 };
1283 /* static */ GLuint OpenGLSprite::pal_identity = 0;
1284 /* static */ GLuint OpenGLSprite::pal_tex = 0;
1285 /* static */ GLuint OpenGLSprite::pal_pbo = 0;
1286
1291 /* static */ bool OpenGLSprite::Create()
1292 {
1293 _glGenTextures(NUM_TEX, OpenGLSprite::dummy_tex);
1294
1295 for (int t = TEX_RGBA; t < NUM_TEX; t++) {
1296 _glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[t]);
1297
1298 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
1299 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1300 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
1301 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1302 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1303 }
1304
1305 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1306 _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1307
1308 /* Load dummy RGBA texture. */
1309 const Colour rgb_pixel(0, 0, 0);
1310 _glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[TEX_RGBA]);
1311 _glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &rgb_pixel);
1312
1313 /* Load dummy remap texture. */
1314 const uint pal = 0;
1315 _glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[TEX_REMAP]);
1316 _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &pal);
1317
1318 /* Create palette remap textures. */
1319 std::array<uint8, 256> identity_pal;
1320 std::iota(std::begin(identity_pal), std::end(identity_pal), 0);
1321
1322 /* Permanent texture for identity remap. */
1323 _glGenTextures(1, &OpenGLSprite::pal_identity);
1324 _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity);
1325 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1326 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1327 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0);
1328 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1329 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1330 _glTexImage1D(GL_TEXTURE_1D, 0, GL_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data());
1331
1332 /* Dynamically updated texture for remaps. */
1333 _glGenTextures(1, &OpenGLSprite::pal_tex);
1334 _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex);
1335 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1336 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1337 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0);
1338 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1339 _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1340 _glTexImage1D(GL_TEXTURE_1D, 0, GL_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data());
1341
1342 /* Pixel buffer for remap updates. */
1343 _glGenBuffers(1, &OpenGLSprite::pal_pbo);
1344 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, OpenGLSprite::pal_pbo);
1345 _glBufferData(GL_PIXEL_UNPACK_BUFFER, 256, identity_pal.data(), GL_DYNAMIC_DRAW);
1346 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1347
1348 return _glGetError() == GL_NO_ERROR;
1349 }
1350
1352 /* static */ void OpenGLSprite::Destroy()
1353 {
1354 _glDeleteTextures(NUM_TEX, OpenGLSprite::dummy_tex);
1355 _glDeleteTextures(1, &OpenGLSprite::pal_identity);
1356 _glDeleteTextures(1, &OpenGLSprite::pal_tex);
1357 if (_glDeleteBuffers != nullptr) _glDeleteBuffers(1, &OpenGLSprite::pal_pbo);
1358 }
1359
1367 OpenGLSprite::OpenGLSprite(uint width, uint height, uint levels, SpriteColourComponent components)
1368 {
1369 assert(levels > 0);
1370 (void)_glGetError();
1371
1372 this->dim.width = width;
1373 this->dim.height = height;
1374
1375 MemSetT(this->tex, 0, NUM_TEX);
1376 _glActiveTexture(GL_TEXTURE0);
1377 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1378
1379 for (int t = TEX_RGBA; t < NUM_TEX; t++) {
1380 /* Sprite component present? */
1381 if (t == TEX_RGBA && components == SCC_PAL) continue;
1382 if (t == TEX_REMAP && (components & SCC_PAL) != SCC_PAL) continue;
1383
1384 /* Allocate texture. */
1385 _glGenTextures(1, &this->tex[t]);
1386 _glBindTexture(GL_TEXTURE_2D, this->tex[t]);
1387
1388 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
1389 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1390 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, levels - 1);
1391 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1392 _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1393
1394 /* Set size. */
1395 for (uint i = 0, w = width, h = height; i < levels; i++, w /= 2, h /= 2) {
1396 assert(w * h != 0);
1397 if (t == TEX_REMAP) {
1398 _glTexImage2D(GL_TEXTURE_2D, i, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
1399 } else {
1400 _glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
1401 }
1402 }
1403 }
1404
1405 assert(_glGetError() == GL_NO_ERROR);
1406 }
1407
1408 OpenGLSprite::~OpenGLSprite()
1409 {
1410 _glDeleteTextures(NUM_TEX, this->tex);
1411 }
1412
1420 void OpenGLSprite::Update(uint width, uint height, uint level, const SpriteLoader::CommonPixel * data)
1421 {
1422 static ReusableBuffer<Colour> buf_rgba;
1423 static ReusableBuffer<uint8> buf_pal;
1424
1425 _glActiveTexture(GL_TEXTURE0);
1426 _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1427 _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1428
1429 if (this->tex[TEX_RGBA] != 0) {
1430 /* Unpack pixel data */
1431 Colour *rgba = buf_rgba.Allocate(width * height);
1432 for (size_t i = 0; i < width * height; i++) {
1433 rgba[i].r = data[i].r;
1434 rgba[i].g = data[i].g;
1435 rgba[i].b = data[i].b;
1436 rgba[i].a = data[i].a;
1437 }
1438
1439 _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_RGBA]);
1440 _glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, rgba);
1441 }
1442
1443 if (this->tex[TEX_REMAP] != 0) {
1444 /* Unpack and align pixel data. */
1445 int pitch = Align(width, 4);
1446
1447 uint8 *pal = buf_pal.Allocate(pitch * height);
1448 const SpriteLoader::CommonPixel *row = data;
1449 for (uint y = 0; y < height; y++, pal += pitch, row += width) {
1450 for (uint x = 0; x < width; x++) {
1451 pal[x] = row[x].m;
1452 }
1453 }
1454
1455 _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_REMAP]);
1456 _glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, buf_pal.GetBuffer());
1457 }
1458
1459 assert(_glGetError() == GL_NO_ERROR);
1460 }
1461
1467 inline Dimension OpenGLSprite::GetSize(ZoomLevel level) const
1468 {
1469 Dimension sd = { (uint)UnScaleByZoomLower(this->dim.width, level), (uint)UnScaleByZoomLower(this->dim.height, level) };
1470 return sd;
1471 }
1472
1477 bool OpenGLSprite::BindTextures()
1478 {
1479 _glActiveTexture(GL_TEXTURE0);
1480 _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_RGBA] != 0 ? this->tex[TEX_RGBA] : OpenGLSprite::dummy_tex[TEX_RGBA]);
1481 _glActiveTexture(GL_TEXTURE0 + 2);
1482 _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_REMAP] != 0 ? this->tex[TEX_REMAP] : OpenGLSprite::dummy_tex[TEX_REMAP]);
1483
1484 return this->tex[TEX_RGBA] != 0;
1485 }
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:1241
OpenGLSprite::pal_tex
static GLuint pal_tex
Texture for palette remap.
Definition: opengl.h:124
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:113
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:1467
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:123
_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:1352
Sprite::data
byte data[]
Sprite data.
Definition: spritecache.h:22
OpenGLSprite::tex
GLuint tex[NUM_TEX]
The texture objects.
Definition: opengl.h:119
OpenGLSprite::OpenGLSprite
OpenGLSprite(uint width, uint height, uint levels, SpriteColourComponent components)
Create an OpenGL sprite with a palette remap part.
Definition: opengl.cpp:1367
OpenGLSprite::TEX_REMAP
@ TEX_REMAP
Remap texture part.
Definition: opengl.h:114
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:125
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:1141
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:1291
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:1097
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:121
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:1084
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:1420
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:1477
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:109
SpriteLoader::CommonPixel::g
uint8 g
Green-channel.
Definition: spriteloader.hpp:35
SpriteLoader::CommonPixel::a
uint8 a
Alpha-channel.
Definition: spriteloader.hpp:37
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
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:1183
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:1118
OpenGLBackend::Encode
Sprite * Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator) override
Convert a sprite from the loader to our own format.
Definition: opengl.cpp:1213
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