Instantiate the renderer properly

This commit is contained in:
Cacodemon345
2025-03-08 20:18:27 +06:00
parent 86343327be
commit a4a521b345
2 changed files with 127 additions and 113 deletions

View File

@@ -29,25 +29,14 @@ extern "C" {
#include <86box/ini.h>
#include <86box/config.h>
#include <86box/qt-glslp-parser.h>
char gl3_shader_file[MAX_USER_SHADERS][512];
}
#define SCALE_SOURCE 0
#define SCALE_VIEWPORT 1
#define SCALE_ABSOLUTE 2
float gl3_shader_refresh_rate = 0;
float gl3_input_scale = 1.0f;
int gl3_input_stretch = FULLSCR_SCALE_FULL;
char gl3_shader_file[MAX_USER_SHADERS][512];
static int max_texture_size = 65536;
static struct shader_texture scene_texture;
static glsl_t *active_shader;
static QOpenGLExtraFunctions glw;
static GLfloat matrix[] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 };
extern int video_filter_method;
@@ -55,8 +44,6 @@ extern int video_vsync;
extern int video_focus_dim;
extern int video_refresh_rate;
static int glsl_version[2];
const char *vertex_shader_default_tex_src = "#version 130\n"
"\n"
"in vec4 VertexCoord;\n"
@@ -106,7 +93,7 @@ const char *fragment_shader_default_color_src = "#version 130\n"
" outColor = color;\n"
"}\n";
static int
static inline int
next_pow2(unsigned int n)
{
n--;
@@ -120,8 +107,8 @@ next_pow2(unsigned int n)
return n;
}
static int
create_program(struct shader_program *program)
int
OpenGLRendererPCem::create_program(struct shader_program *program)
{
GLint status;
program->id = glw.glCreateProgram();
@@ -151,8 +138,8 @@ create_program(struct shader_program *program)
return 1;
}
static int
compile_shader(GLenum shader_type, const char *prepend, const char *program, int *dst)
int
OpenGLRendererPCem::compile_shader(GLenum shader_type, const char *prepend, const char *program, int *dst)
{
const char *source[3];
char version[50];
@@ -201,20 +188,20 @@ compile_shader(GLenum shader_type, const char *prepend, const char *program, int
return 1;
}
static GLuint
get_uniform(GLuint program, const char *name)
GLuint
OpenGLRendererPCem::get_uniform(GLuint program, const char *name)
{
return glw.glGetUniformLocation(program, name);
}
static GLuint
get_attrib(GLuint program, const char *name)
GLuint
OpenGLRendererPCem::get_attrib(GLuint program, const char *name)
{
return glw.glGetAttribLocation(program, name);
}
static void
find_uniforms(struct glsl_shader *glsl, int num_pass)
void
OpenGLRendererPCem::find_uniforms(struct glsl_shader *glsl, int num_pass)
{
int i;
char s[50];
@@ -298,8 +285,8 @@ setup_scale(struct shader *shader, struct shader_pass *pass)
pass->scale.value[1] = shader->scale_y;
}
static void
create_texture(struct shader_texture *tex)
void
OpenGLRendererPCem::create_texture(struct shader_texture *tex)
{
if (tex->width > max_texture_size)
tex->width = max_texture_size;
@@ -318,16 +305,16 @@ create_texture(struct shader_texture *tex)
glw.glBindTexture(GL_TEXTURE_2D, 0);
}
static void
delete_texture(struct shader_texture *tex)
void
OpenGLRendererPCem::delete_texture(struct shader_texture *tex)
{
if (tex->id > 0)
glw.glDeleteTextures(1, (GLuint *) &tex->id);
tex->id = 0;
}
static void
delete_fbo(struct shader_fbo *fbo)
void
OpenGLRendererPCem::delete_fbo(struct shader_fbo *fbo)
{
if (fbo->id >= 0) {
glw.glDeleteFramebuffers(1, (GLuint *) &fbo->id);
@@ -335,8 +322,8 @@ delete_fbo(struct shader_fbo *fbo)
}
}
static void
delete_program(struct shader_program *program)
void
OpenGLRendererPCem::delete_program(struct shader_program *program)
{
if (program->vertex_shader)
glw.glDeleteShader(program->vertex_shader);
@@ -345,8 +332,8 @@ delete_program(struct shader_program *program)
glw.glDeleteProgram(program->id);
}
static void
delete_vbo(struct shader_vbo *vbo)
void
OpenGLRendererPCem::delete_vbo(struct shader_vbo *vbo)
{
if (vbo->color >= 0)
glw.glDeleteBuffers(1, (GLuint *) &vbo->color);
@@ -354,8 +341,8 @@ delete_vbo(struct shader_vbo *vbo)
glw.glDeleteBuffers(1, (GLuint *) &vbo->tex_coord);
}
static void
delete_pass(struct shader_pass *pass)
void
OpenGLRendererPCem::delete_pass(struct shader_pass *pass)
{
delete_fbo(&pass->fbo);
delete_vbo(&pass->vbo);
@@ -363,15 +350,15 @@ delete_pass(struct shader_pass *pass)
glw.glDeleteVertexArrays(1, (GLuint *) &pass->vertex_array);
}
static void
delete_prev(struct shader_prev *prev)
void
OpenGLRendererPCem::delete_prev(struct shader_prev *prev)
{
delete_fbo(&prev->fbo);
delete_vbo(&prev->vbo);
}
static void
delete_shader(struct glsl_shader *glsl)
void
OpenGLRendererPCem::delete_shader(struct glsl_shader *glsl)
{
int i;
for (i = 0; i < glsl->num_passes; ++i)
@@ -385,8 +372,8 @@ delete_shader(struct glsl_shader *glsl)
delete_texture(&glsl->lut_textures[i].texture);
}
static void
delete_glsl(glsl_t *glsl)
void
OpenGLRendererPCem::delete_glsl(glsl_t *glsl)
{
int i;
for (i = 0; i < glsl->num_shaders; ++i)
@@ -399,8 +386,8 @@ delete_glsl(glsl_t *glsl)
#endif
}
static void
create_fbo(struct shader_fbo *fbo)
void
OpenGLRendererPCem::create_fbo(struct shader_fbo *fbo)
{
create_texture(&fbo->texture);
@@ -414,14 +401,14 @@ create_fbo(struct shader_fbo *fbo)
glw.glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
static void
setup_fbo(struct shader *shader, struct shader_fbo *fbo)
void
OpenGLRendererPCem::setup_fbo(struct shader *shader, struct shader_fbo *fbo)
{
fbo->texture.internal_format = GL_RGBA8;
fbo->texture.format = GL_RGBA;
fbo->texture.min_filter = fbo->texture.mag_filter = shader->filter_linear ? GL_LINEAR : GL_NEAREST;
fbo->texture.width = 1024;
fbo->texture.height = 1024;
fbo->texture.width = 2048;
fbo->texture.height = 2048;
fbo->texture.type = GL_UNSIGNED_BYTE;
if (!strcmp(shader->wrap_mode, "repeat"))
fbo->texture.wrap_mode = GL_REPEAT;
@@ -446,8 +433,8 @@ setup_fbo(struct shader *shader, struct shader_fbo *fbo)
create_fbo(fbo);
}
static void
recreate_fbo(struct shader_fbo *fbo, int width, int height)
void
OpenGLRendererPCem::recreate_fbo(struct shader_fbo *fbo, int width, int height)
{
if (width != fbo->texture.width || height != fbo->texture.height) {
glw.glDeleteFramebuffers(1, (GLuint *) &fbo->id);
@@ -458,8 +445,8 @@ recreate_fbo(struct shader_fbo *fbo, int width, int height)
}
}
static int
create_default_shader_tex(struct shader_pass *pass)
int
OpenGLRendererPCem::create_default_shader_tex(struct shader_pass *pass)
{
if (!compile_shader(GL_VERTEX_SHADER, 0, vertex_shader_default_tex_src, &pass->program.vertex_shader) || !compile_shader(GL_FRAGMENT_SHADER, 0, fragment_shader_default_tex_src, &pass->program.fragment_shader) || !create_program(&pass->program))
return 0;
@@ -478,8 +465,8 @@ create_default_shader_tex(struct shader_pass *pass)
return 1;
}
static int
create_default_shader_color(struct shader_pass *pass)
int
OpenGLRendererPCem::create_default_shader_color(struct shader_pass *pass)
{
if (!compile_shader(GL_VERTEX_SHADER, 0, vertex_shader_default_color_src, &pass->program.vertex_shader) || !compile_shader(GL_FRAGMENT_SHADER, 0, fragment_shader_default_color_src, &pass->program.fragment_shader) || !create_program(&pass->program))
return 0;
@@ -498,8 +485,8 @@ create_default_shader_color(struct shader_pass *pass)
}
/* create the default scene shader */
static void
create_scene_shader()
void
OpenGLRendererPCem::create_scene_shader()
{
struct shader scene_shader_conf;
memset(&scene_shader_conf, 0, sizeof(struct shader));
@@ -558,8 +545,8 @@ load_texture(const char *f, struct shader_texture *tex)
return 1;
}
static glsl_t *
load_glslp(glsl_t *glsl, int num_shader, const char *f)
glsl_t *
OpenGLRendererPCem::load_glslp(glsl_t *glsl, int num_shader, const char *f)
{
int i, j;
glslp_t *p = glslp_parse(f);
@@ -706,8 +693,8 @@ load_glslp(glsl_t *glsl, int num_shader, const char *f)
return 0;
}
static glsl_t *
load_shaders(int num, char shaders[MAX_USER_SHADERS][512])
glsl_t *
OpenGLRendererPCem::load_shaders(int num, char shaders[MAX_USER_SHADERS][512])
{
int i;
glsl_t *glsl;
@@ -733,8 +720,8 @@ load_shaders(int num, char shaders[MAX_USER_SHADERS][512])
return glsl;
}
static void
read_shader_config()
void
OpenGLRendererPCem::read_shader_config()
{
char s[512];
int i, j;
@@ -810,19 +797,22 @@ OpenGLRendererPCem::initialize()
glw.initializeOpenGLFunctions();
QOpenGLDebugLogger *logger = new QOpenGLDebugLogger(this);
pclog("OpenGL information: [%s] %s (%s)\n", glw.glGetString(GL_VENDOR), glw.glGetString(GL_RENDERER), glw.glGetString(GL_VERSION));
glsl_version[0] = glsl_version[1] = -1;
glw.glGetIntegerv(GL_MAJOR_VERSION, &glsl_version[0]);
glw.glGetIntegerv(GL_MINOR_VERSION, &glsl_version[1]);
if (glsl_version[0] < 3) {
throw opengl_init_error_pcem(tr("OpenGL version 3.0 or greater is required. Current GLSL version is %1.%2").arg(glsl_version[0]).arg(glsl_version[1]));
}
pclog("Using OpenGL %s\n", glw.glGetString(GL_VERSION));
pclog("Using Shading Language %s\n", glw.glGetString(GL_SHADING_LANGUAGE_VERSION));
logger->initialize(); // initializes in the current context, i.e. ctx
connect(logger, QOpenGLDebugLogger::messageLogged, [this] (const QOpenGLDebugMessage &message) {
qDebug() << message;
//fprintf(stderr, "OpenGL DBG: %s\n", message.message().toUtf8());
});
logger->enableMessages();
logger->startLogging();
glw.glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
pclog("Max texture size: %dx%d\n", max_texture_size, max_texture_size);
glw.glEnable(GL_TEXTURE_2D);
renderTimer->start(75);
//renderTimer->start(75);
scene_texture.data = NULL;
scene_texture.width = 2048;
@@ -1140,18 +1130,8 @@ OpenGLRendererPCem::resizeEvent(QResizeEvent *event)
destination.height() * devicePixelRatio());
}
struct render_data {
int pass;
struct glsl_shader *shader;
struct shader_pass *shader_pass;
GLfloat *output_size;
struct shader_pass *orig_pass;
GLint texture;
int frame_count;
};
static void
render_pass(struct render_data *data)
void
OpenGLRendererPCem::render_pass(struct render_data *data)
{
int i;
GLuint texture_unit = 0;
@@ -1318,8 +1298,16 @@ OpenGLRendererPCem::render()
uint32_t x, y, w, h;
} window_rect;
window_rect.w = this->size().width() * devicePixelRatio();
window_rect.h = this->size().height() * devicePixelRatio();
window_rect.x = destination.x() * devicePixelRatio();
window_rect.y = destination.y() * devicePixelRatio();
window_rect.w = destination.width() * devicePixelRatio();
window_rect.h = destination.height() * devicePixelRatio();
glw.glBindTexture(GL_TEXTURE_2D, scene_texture.id);
scene_texture.min_filter = scene_texture.mag_filter = video_filter_method ? GL_LINEAR : GL_NEAREST;
glw.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, video_filter_method ? GL_LINEAR : GL_NEAREST);
glw.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, video_filter_method ? GL_LINEAR : GL_NEAREST);
glw.glBindTexture(GL_TEXTURE_2D, 0);
GLfloat orig_output_size[] = { (GLfloat)window_rect.w, (GLfloat)window_rect.h };
@@ -1403,12 +1391,6 @@ OpenGLRendererPCem::render()
for (s = 0; s < active_shader->num_shaders; ++s) {
struct glsl_shader *shader = &active_shader->shaders[s];
// float refresh_rate = shader->shader_refresh_rate;
// if (refresh_rate < 0)
// refresh_rate = gl3_shader_refresh_rate;
float refresh_rate = gl3_shader_refresh_rate;
if (refresh_rate == 0)
refresh_rate = video_refresh_rate;
int frame_count = frameCounter;
/* loop through each pass */
@@ -1675,5 +1657,6 @@ OpenGLRendererPCem::render()
glw.glDisable(GL_FRAMEBUFFER_SRGB);
frameCounter++;
context->swapBuffers(this);
}

View File

@@ -40,7 +40,20 @@
#include "qt_opengloptions.hpp"
#include "qt_renderercommon.hpp"
typedef void(QOPENGLF_APIENTRYP PFNGLBUFFERSTORAGEEXTPROC_LOCAL)(GLenum target, GLsizeiptr size, const void *data, GLbitfield flags);
extern "C"
{
#include <86box/qt-glslp-parser.h>
}
struct render_data {
int pass;
struct glsl_shader *shader;
struct shader_pass *shader_pass;
GLfloat *output_size;
struct shader_pass *orig_pass;
GLint texture;
int frame_count;
};
class OpenGLRendererPCem : public QWindow, public RendererCommon {
Q_OBJECT
@@ -71,45 +84,63 @@ protected:
bool event(QEvent *event) override;
private:
static constexpr int INIT_WIDTH = 640;
static constexpr int INIT_HEIGHT = 400;
static constexpr int ROW_LENGTH = 2048;
static constexpr int BUFFERPIXELS = 4194304;
static constexpr int BUFFERBYTES = 16777216; /* Pixel is 4 bytes. */
static constexpr int BUFFERCOUNT = 3; /* How many buffers to use for pixel transfer (2-3 is commonly recommended). */
std::array<std::unique_ptr<uint8_t>, 2> imagebufs;
QTimer *renderTimer;
OpenGLOptions *options;
QString glslVersion;
QString glslVersion = "";
bool isInitialized = false;
bool isFinalized = false;
GLuint unpackBufferID = 0;
GLuint vertexArrayID = 0;
GLuint vertexBufferID = 0;
GLuint textureID = 0;
int frameCounter = 0;
int max_texture_size = 65536;
int frameCounter = 0;
OpenGLOptions::FilterType currentFilter;
QOpenGLExtraFunctions glw;
struct shader_texture scene_texture;
glsl_t *active_shader;
void *unpackBuffer = nullptr;
int glsl_version[2] = { 0, 0 };
void initialize();
void initializeExtensions();
void initializeBuffers();
void applyOptions();
void applyShader(const OpenGLShaderPass &shader);
bool notReady() const { return !isInitialized || isFinalized; }
/* GL_ARB_buffer_storage */
bool hasBufferStorage = false;
#ifndef NO_BUFFER_STORAGE
PFNGLBUFFERSTORAGEEXTPROC_LOCAL glBufferStorage = nullptr;
#endif
void create_scene_shader();
void create_texture(struct shader_texture *tex);
void create_fbo(struct shader_fbo *fbo);
void recreate_fbo(struct shader_fbo *fbo, int width, int height);
void setup_fbo(struct shader *shader, struct shader_fbo *fbo);
bool notReady() const { return !isInitialized || isFinalized; }
glsl_t* load_glslp(glsl_t *glsl, int num_shader, const char *f);
glsl_t* load_shaders(int num, char shaders[MAX_USER_SHADERS][512]);
int compile_shader(GLenum shader_type, const char *prepend, const char *program, int *dst);
int create_default_shader_tex(struct shader_pass *pass);
int create_default_shader_color(struct shader_pass *pass);
int create_program(struct shader_program *program);
GLuint get_uniform(GLuint program, const char *name);
GLuint get_attrib(GLuint program, const char *name);
void find_uniforms(struct glsl_shader *glsl, int num_pass);
void delete_texture(struct shader_texture *tex);
void delete_fbo(struct shader_fbo *fbo);
void delete_program(struct shader_program *program);
void delete_vbo(struct shader_vbo *vbo);
void delete_pass(struct shader_pass *pass);
void delete_prev(struct shader_prev *prev);
void delete_shader(struct glsl_shader *glsl);
void delete_glsl(glsl_t *glsl);
void read_shader_config();
void render_pass(struct render_data *data);
private slots:
void render();