OpenGL rendering component. First iteration, WiP.
This commit is contained in:
392
src/win/win_opengl.c
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392
src/win/win_opengl.c
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/*
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* 86Box A hypervisor and IBM PC system emulator that specializes in
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* running old operating systems and software designed for IBM
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* PC systems and compatibles from 1981 through fairly recent
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* system designs based on the PCI bus.
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*
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* This file is part of the 86Box distribution.
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*
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* Rendering module for OpenGL
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*
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* NOTE: This is very much still a work-in-progress.
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* Expect missing functionality, hangs and bugs.
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*
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* Authors: Teemu Korhonen
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*
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* Copyright 2021 Teemu Korhonen
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#define UNICODE
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#include <Windows.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_syswm.h>
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#include <glad/glad.h>
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#include <stdatomic.h>
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#include <86box/plat.h>
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#include <86box/video.h>
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#include <86box/win_opengl.h>
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static thread_t* thread = NULL;
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static SDL_Window* window = NULL;
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static SDL_SysWMinfo wmi = {};
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static HWND parent = NULL;
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static RECT last_rect = {};
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static union
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{
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struct
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{
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HANDLE closing;
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HANDLE resize;
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HANDLE blit_waiting;
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};
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HANDLE asArray[3];
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} sync_objects = {};
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static HANDLE blit_done = NULL;
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static volatile struct
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{
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int x, y, y1, y2, w, h, resized;
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} blit_info = {};
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typedef struct
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{
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GLuint vertexArrayID;
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GLuint vertexBufferID;
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GLuint textureID;
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GLuint shader_progID;
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} gl_objects;
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static const GLchar* v_shader = "#version 330 core\n\
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layout(location = 0) in vec2 pos;\n\
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layout(location = 1) in vec2 tex_in;\n\
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out vec2 tex;\n\
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void main(){\n\
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gl_Position = vec4(pos, 0.0, 1.0);\n\
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tex = tex_in;\n\
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}\n";
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static const GLchar* f_shader = "#version 330 core\n\
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in vec2 tex;\n\
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out vec4 color;\n\
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uniform sampler2D texs;\n\
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void main() {\n\
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color = texture(texs, tex);\n\
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if (int(gl_FragCoord.y) % 2 == 0)\n\
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color = color * vec4(0.5,0.5,0.5,1.0);\n\
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}\n";
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static GLuint LoadShaders()
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{
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GLuint vs_id = glCreateShader(GL_VERTEX_SHADER);
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GLuint fs_id = glCreateShader(GL_FRAGMENT_SHADER);
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GLint compile_status = GL_FALSE;
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int info_log_length;
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char info_log_text[200];
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glShaderSource(vs_id, 1, &v_shader, NULL);
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glCompileShader(vs_id);
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glGetShaderiv(vs_id, GL_COMPILE_STATUS, &compile_status);
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glGetShaderiv(vs_id, GL_INFO_LOG_LENGTH, &info_log_length);
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glGetShaderInfoLog(vs_id, info_log_length, NULL, info_log_text);
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glShaderSource(fs_id, 1, &f_shader, NULL);
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glCompileShader(fs_id);
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glGetShaderiv(fs_id, GL_COMPILE_STATUS, &compile_status);
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glGetShaderiv(fs_id, GL_INFO_LOG_LENGTH, &info_log_length);
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glGetShaderInfoLog(fs_id, info_log_length, NULL, info_log_text);
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GLuint prog_id = glCreateProgram();
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glAttachShader(prog_id, vs_id);
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glAttachShader(prog_id, fs_id);
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glLinkProgram(prog_id);
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glDetachShader(prog_id, vs_id);
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glDetachShader(prog_id, fs_id);
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glDeleteShader(vs_id);
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glDeleteShader(fs_id);
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return prog_id;
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}
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static void SetParentBinding(int enable)
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{
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if (wmi.subsystem != SDL_SYSWM_WINDOWS)
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return;
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long style = GetWindowLong(wmi.info.win.window, GWL_STYLE);
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if (enable)
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style |= WS_CHILD;
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else
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style &= ~WS_CHILD;
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SetWindowLong(wmi.info.win.window, GWL_STYLE, style);
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SetParent(wmi.info.win.window, enable ? parent : NULL);
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}
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static gl_objects initialize_glcontext()
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{
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static const GLfloat surface[] = {
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-1.f, 1.f, 0.f, 0.f,
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1.f, 1.f, 1.f, 0.f,
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-1.f, -1.f, 0.f, 1.f,
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1.f, -1.f, 1.f, 1.f
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};
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gl_objects obj = {};
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glGenVertexArrays(1, &obj.vertexArrayID);
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glBindVertexArray(obj.vertexArrayID);
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glGenBuffers(1, &obj.vertexBufferID);
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glBindBuffer(GL_ARRAY_BUFFER, obj.vertexBufferID);
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glBufferData(GL_ARRAY_BUFFER, sizeof(surface), surface, GL_STATIC_DRAW);
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glGenTextures(1, &obj.textureID);
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glBindTexture(GL_TEXTURE_2D, obj.textureID);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 640, 400, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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obj.shader_progID = LoadShaders();
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glUseProgram(obj.shader_progID);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));
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return obj;
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}
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static void finalize_glcontext(gl_objects obj)
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{
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glDeleteProgram(obj.shader_progID);
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glDeleteTextures(1, &obj.textureID);
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glDeleteBuffers(1, &obj.vertexBufferID);
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glDeleteVertexArrays(1, &obj.vertexArrayID);
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}
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static void opengl_main()
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{
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RECT rect;
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GetWindowRect(parent, &rect);
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CopyRect(&last_rect, &rect);
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SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
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window = SDL_CreateWindow("86Box OpenGL Renderer", 0, 0, rect.right - rect.left, rect.bottom - rect.top, SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS);
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SDL_VERSION(&wmi.version);
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SDL_GetWindowWMInfo(window, &wmi);
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SetParentBinding(1);
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SDL_GLContext context = SDL_GL_CreateContext(window);
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gladLoadGLLoader(SDL_GL_GetProcAddress);
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gl_objects obj = initialize_glcontext();
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/* Render loop */
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int closing = 0;
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while (!closing)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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SDL_GL_SwapWindow(window);
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DWORD wait_result = WAIT_TIMEOUT;
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do
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{
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/* SDL_Window event handlers */
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_FOCUS_GAINED)
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SetForegroundWindow(GetParent(parent));
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else if (event.type == SDL_MOUSEBUTTONUP && event.button.button == SDL_BUTTON_LEFT)
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plat_mouse_capture(1);
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}
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/* Wait for sync events */
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wait_result = WaitForMultipleObjects(sizeof(sync_objects) / sizeof(HANDLE), sync_objects.asArray, FALSE, 1);
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} while (wait_result == WAIT_TIMEOUT);
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HANDLE sync_event = sync_objects.asArray[wait_result - WAIT_OBJECT_0];
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if (sync_event == sync_objects.closing)
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{
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closing = 1;
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}
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else if (sync_event == sync_objects.blit_waiting)
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{
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if (blit_info.resized)
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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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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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SetEvent(blit_done);
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}
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else if (sync_event == sync_objects.resize)
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{
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SetParentBinding(0);
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GetWindowRect(parent, &rect);
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SDL_SetWindowSize(window, rect.right - rect.left, rect.bottom - rect.top);
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glViewport(0, 0, rect.right - rect.left, rect.bottom - rect.top);
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SetParentBinding(1);
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//SetForegroundWindow(GetParent(parent));
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}
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}
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finalize_glcontext(obj);
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SDL_GL_DeleteContext(context);
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SetParentBinding(0);
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SDL_DestroyWindow(window);
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window = NULL;
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}
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static void
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opengl_blit(int x, int y, int y1, int y2, int w, int h)
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{
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if (y1 == y2 || h <= 0 || render_buffer == NULL)
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{
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video_blit_complete();
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return;
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}
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blit_info.resized = (w != blit_info.w || h != blit_info.h);
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blit_info.x = x;
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blit_info.y = y;
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blit_info.y1 = y1;
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blit_info.y2 = y2;
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blit_info.w = w;
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blit_info.h = h;
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SignalObjectAndWait(sync_objects.blit_waiting, blit_done, INFINITE, FALSE);
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video_blit_complete();
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}
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int opengl_init(HWND hwnd)
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{
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for (int i = 0; i < sizeof(sync_objects) / sizeof(HANDLE); i++)
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sync_objects.asArray[i] = CreateEvent(NULL, FALSE, FALSE, NULL);
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blit_done = CreateEvent(NULL, FALSE, FALSE, NULL);
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parent = hwnd;
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thread = thread_create(opengl_main, (void*)NULL);
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atexit(opengl_close);
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video_setblit(opengl_blit);
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return 1;
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}
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int opengl_pause()
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{
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return 0;
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}
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void opengl_close()
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{
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if (thread == NULL)
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return;
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SetEvent(sync_objects.closing);
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thread_wait(thread, -1);
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memset((void*)&blit_info, 0, sizeof(blit_info));
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SetEvent(blit_done);
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thread = NULL;
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CloseHandle(blit_done);
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for (int i = 0; i < sizeof(sync_objects) / sizeof(HANDLE); i++)
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{
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CloseHandle(sync_objects.asArray[i]);
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sync_objects.asArray[i] = (HANDLE)NULL;
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}
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}
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void opengl_set_fs(int fs)
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{
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if (window != NULL)
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{
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SetParentBinding(fs ? 0 : 1);
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SDL_SetWindowFullscreen(window, fs ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
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}
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}
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void opengl_enable(int enable)
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{
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if (enable == 0 || parent == NULL)
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return;
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RECT rect;
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GetWindowRect(parent, &rect);
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if (!EqualRect(&rect, &last_rect))
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{
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CopyRect(&last_rect, &rect);
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SetEvent(sync_objects.resize);
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}
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}
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