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86Box/src/win/win_opengl.c

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/*
* 86Box A hypervisor and IBM PC system emulator that specializes in
* running old operating systems and software designed for IBM
* PC systems and compatibles from 1981 through fairly recent
* system designs based on the PCI bus.
*
* This file is part of the 86Box distribution.
*
* Rendering module for OpenGL
*
* NOTE: This is very much still a work-in-progress.
* Expect missing functionality, hangs and bugs.
*
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* TODO: Input events routing
* Full screen mode
* Loader for glsl files.
* libretro has a sizeable library that could
* be a good target for compatibility.
* (UI) options
* ...
*
* Authors: Teemu Korhonen
*
* Copyright 2021 Teemu Korhonen
*
* This program 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; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#define UNICODE
#include <Windows.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_syswm.h>
#include <glad/glad.h>
#include <stdatomic.h>
#include <86box/plat.h>
#include <86box/video.h>
#include <86box/win_opengl.h>
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/**
* @brief A dedicated OpenGL thread.
* OpenGL context's don't handle multiple threads well.
*/
static thread_t* thread = NULL;
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/**
* @brief A window usable with an OpenGL context
*/
static SDL_Window* window = NULL;
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/**
* @brief Window info to modify window style.
*/
static SDL_SysWMinfo wmi = {};
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/**
* @brief Parent window (hwndRender from win_ui)
*/
static HWND parent = NULL;
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/**
* @brief Events listened in OpenGL thread.
*/
static union
{
struct
{
HANDLE closing;
HANDLE resize;
HANDLE blit_waiting;
};
HANDLE asArray[3];
} sync_objects = {};
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/**
* @brief Signal from OpenGL thread that it's done with video buffer.
*/
static HANDLE blit_done = NULL;
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/**
* @brief Blit event parameters.
*/
static volatile struct
{
int x, y, y1, y2, w, h, resized;
} blit_info = {};
/**
* @brief Resize event parameters.
*/
static volatile struct
{
int width, height;
} resize_info = {};
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/**
* @brief Identifiers to OpenGL object used.
*/
typedef struct
{
GLuint vertexArrayID;
GLuint vertexBufferID;
GLuint textureID;
GLuint shader_progID;
} gl_objects;
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/**
* @brief Default vertex shader.
*/
static const GLchar* v_shader = "#version 330 core\n\
layout(location = 0) in vec2 pos;\n\
layout(location = 1) in vec2 tex_in;\n\
out vec2 tex;\n\
void main(){\n\
gl_Position = vec4(pos, 0.0, 1.0);\n\
tex = tex_in;\n\
}\n";
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/**
* @brief Default fragment shader.
*
* Note: Last two lines in main make it a very simple 50% scanline filter.
*/
static const GLchar* f_shader = "#version 330 core\n\
in vec2 tex;\n\
out vec4 color;\n\
uniform sampler2D texs;\n\
void main() {\n\
color = texture(texs, tex);\n\
if (int(gl_FragCoord.y) % 2 == 0)\n\
color = color * vec4(0.5,0.5,0.5,1.0);\n\
}\n";
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/**
* @brief Load and compile default shaders into a program.
* @return Shader program identifier.
*/
static GLuint LoadShaders()
{
GLuint vs_id = glCreateShader(GL_VERTEX_SHADER);
GLuint fs_id = glCreateShader(GL_FRAGMENT_SHADER);
GLint compile_status = GL_FALSE;
int info_log_length;
char info_log_text[200];
glShaderSource(vs_id, 1, &v_shader, NULL);
glCompileShader(vs_id);
glGetShaderiv(vs_id, GL_COMPILE_STATUS, &compile_status);
glGetShaderiv(vs_id, GL_INFO_LOG_LENGTH, &info_log_length);
glGetShaderInfoLog(vs_id, info_log_length, NULL, info_log_text);
glShaderSource(fs_id, 1, &f_shader, NULL);
glCompileShader(fs_id);
glGetShaderiv(fs_id, GL_COMPILE_STATUS, &compile_status);
glGetShaderiv(fs_id, GL_INFO_LOG_LENGTH, &info_log_length);
glGetShaderInfoLog(fs_id, info_log_length, NULL, info_log_text);
GLuint prog_id = glCreateProgram();
glAttachShader(prog_id, vs_id);
glAttachShader(prog_id, fs_id);
glLinkProgram(prog_id);
glDetachShader(prog_id, vs_id);
glDetachShader(prog_id, fs_id);
glDeleteShader(vs_id);
glDeleteShader(fs_id);
return prog_id;
}
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/**
* @brief Set or unset OpenGL context window as a child window.
*
* Modifies the window style and sets the parent window.
* WS_EX_NOACTIVATE keeps the window from stealing input focus.
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*/
static void SetParentBinding(int enable)
{
if (wmi.subsystem != SDL_SYSWM_WINDOWS)
return;
long style = GetWindowLong(wmi.info.win.window, GWL_STYLE);
long ex_style = GetWindowLong(wmi.info.win.window, GWL_EXSTYLE);
if (enable)
{
style |= WS_CHILD;
ex_style |= WS_EX_NOACTIVATE;
}
else
{
style &= ~WS_CHILD;
ex_style &= ~WS_EX_NOACTIVATE;
}
SetWindowLong(wmi.info.win.window, GWL_STYLE, style);
SetWindowLong(wmi.info.win.window, GWL_EXSTYLE, ex_style);
SetParent(wmi.info.win.window, enable ? parent : NULL);
}
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/**
* @brief Initialize OpenGL context
* @return Object identifiers
*/
static gl_objects initialize_glcontext()
{
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/* Vertex and texture 2d coordinates making a quad as triangle strip */
static const GLfloat surface[] = {
-1.f, 1.f, 0.f, 0.f,
1.f, 1.f, 1.f, 0.f,
-1.f, -1.f, 0.f, 1.f,
1.f, -1.f, 1.f, 1.f
};
gl_objects obj = {};
glGenVertexArrays(1, &obj.vertexArrayID);
glBindVertexArray(obj.vertexArrayID);
glGenBuffers(1, &obj.vertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, obj.vertexBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(surface), surface, GL_STATIC_DRAW);
glGenTextures(1, &obj.textureID);
glBindTexture(GL_TEXTURE_2D, obj.textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 640, 400, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
glClearColor(0.f, 0.f, 0.f, 1.f);
obj.shader_progID = LoadShaders();
glUseProgram(obj.shader_progID);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));
return obj;
}
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/**
* @brief Clean up OpenGL context *
* @param Object identifiers from initialize
*/
static void finalize_glcontext(gl_objects obj)
{
glDeleteProgram(obj.shader_progID);
glDeleteTextures(1, &obj.textureID);
glDeleteBuffers(1, &obj.vertexBufferID);
glDeleteVertexArrays(1, &obj.vertexArrayID);
}
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/**
* @brief Main OpenGL thread proc.
*
* OpenGL context should be accessed only from this single thread.
* Events are used to synchronize communication.
*/
static void opengl_main()
{
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); /* Is this actually doing anything...? */
window = SDL_CreateWindow("86Box OpenGL Renderer", 0, 0, resize_info.width, resize_info.height, SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS);
SDL_VERSION(&wmi.version);
SDL_GetWindowWMInfo(window, &wmi);
SetParentBinding(1);
SDL_GLContext context = SDL_GL_CreateContext(window);
gladLoadGLLoader(SDL_GL_GetProcAddress);
gl_objects obj = initialize_glcontext();
/* Render loop */
int closing = 0;
while (!closing)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
SDL_GL_SwapWindow(window);
DWORD wait_result = WAIT_TIMEOUT;
do
{
SDL_Event event;
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/* Handle SDL_Window events */
while (SDL_PollEvent(&event))
{
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/* Start mouse capture on button down */
if (event.type == SDL_MOUSEBUTTONUP && event.button.button == SDL_BUTTON_LEFT)
{
plat_mouse_capture(1);
}
}
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/* Wait for synchronized events for 1ms before going back to window events */
wait_result = WaitForMultipleObjects(sizeof(sync_objects) / sizeof(HANDLE), sync_objects.asArray, FALSE, 1);
} while (wait_result == WAIT_TIMEOUT);
HANDLE sync_event = sync_objects.asArray[wait_result - WAIT_OBJECT_0];
if (sync_event == sync_objects.closing)
{
closing = 1;
}
else if (sync_event == sync_objects.blit_waiting)
{
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/* Resize the texture if */
if (blit_info.resized)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, blit_info.w, blit_info.h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
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/* Transfer video buffer to texture */
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, blit_info.y1, blit_info.w, blit_info.y2 - blit_info.y1, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &(render_buffer->dat)[blit_info.y1 * blit_info.w]);
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/* Signal that we're done with the video buffer */
SetEvent(blit_done);
}
else if (sync_event == sync_objects.resize)
{
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/* Detach from parent while resizing */
SetParentBinding(0);
SDL_SetWindowSize(window, resize_info.width, resize_info.height);
glViewport(0, 0, resize_info.width, resize_info.height);
SetParentBinding(1);
//SetForegroundWindow(GetParent(parent));
}
}
finalize_glcontext(obj);
SDL_GL_DeleteContext(context);
SetParentBinding(0);
SDL_DestroyWindow(window);
window = NULL;
}
static void
opengl_blit(int x, int y, int y1, int y2, int w, int h)
{
if (y1 == y2 || h <= 0 || render_buffer == NULL)
{
video_blit_complete();
return;
}
blit_info.resized = (w != blit_info.w || h != blit_info.h);
blit_info.x = x;
blit_info.y = y;
blit_info.y1 = y1;
blit_info.y2 = y2;
blit_info.w = w;
blit_info.h = h;
SignalObjectAndWait(sync_objects.blit_waiting, blit_done, INFINITE, FALSE);
video_blit_complete();
}
int opengl_init(HWND hwnd)
{
for (int i = 0; i < sizeof(sync_objects) / sizeof(HANDLE); i++)
sync_objects.asArray[i] = CreateEvent(NULL, FALSE, FALSE, NULL);
blit_done = CreateEvent(NULL, FALSE, FALSE, NULL);
parent = hwnd;
RECT parent_size;
GetWindowRect(parent, &parent_size);
resize_info.width = parent_size.right - parent_size.left;
resize_info.height = parent_size.bottom - parent_size.top;
thread = thread_create(opengl_main, (void*)NULL);
atexit(opengl_close);
video_setblit(opengl_blit);
return 1;
}
int opengl_pause()
{
return 0;
}
void opengl_close()
{
if (thread == NULL)
return;
SetEvent(sync_objects.closing);
thread_wait(thread, -1);
memset((void*)&blit_info, 0, sizeof(blit_info));
SetEvent(blit_done);
thread = NULL;
CloseHandle(blit_done);
for (int i = 0; i < sizeof(sync_objects) / sizeof(HANDLE); i++)
{
CloseHandle(sync_objects.asArray[i]);
sync_objects.asArray[i] = (HANDLE)NULL;
}
parent = NULL;
}
void opengl_set_fs(int fs)
{
if (window != NULL)
{
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/* Can't full screen as child window */
SetParentBinding(fs ? 0 : 1);
SDL_SetWindowFullscreen(window, fs ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
}
}
void opengl_resize(int w, int h)
{
resize_info.width = w;
resize_info.height = h;
SetEvent(sync_objects.resize);
}