/* * 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. * * 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 #include #include #include #include #include <86box/plat.h> #include <86box/video.h> #include <86box/win_opengl.h> /** * @brief A dedicated OpenGL thread. * OpenGL context's don't handle multiple threads well. */ static thread_t* thread = NULL; /** * @brief A window usable with an OpenGL context */ static SDL_Window* window = NULL; /** * @brief Window info to modify window style. */ static SDL_SysWMinfo wmi = {}; /** * @brief Parent window (hwndRender from win_ui) */ static HWND parent = NULL; /** * @brief Events listened in OpenGL thread. */ static union { struct { HANDLE closing; HANDLE resize; HANDLE blit_waiting; }; HANDLE asArray[3]; } sync_objects = {}; /** * @brief Signal from OpenGL thread that it's done with video buffer. */ static HANDLE blit_done = NULL; /** * @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 = {}; /** * @brief Identifiers to OpenGL object used. */ typedef struct { GLuint vertexArrayID; GLuint vertexBufferID; GLuint textureID; GLuint shader_progID; } gl_objects; /** * @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"; /** * @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"; /** * @brief Load and compile default shaders into a program. * @return Shader program identifier. */ static GLuint load_shaders() { 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; } /** * @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. */ static void set_parent_binding(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); } /** * @brief Windows message handler for SDL Windows. * @param userdata SDL_Window's HWND * @param hWnd * @param message * @param wParam * @param lParam */ static void winmessage_hook(void* userdata, void* hWnd, unsigned int message, Uint64 wParam, Sint64 lParam) { /* Process only our window */ if (userdata != hWnd || parent == NULL) return; switch (message) { case WM_LBUTTONUP: case WM_MBUTTONUP: /* Mouse events that enter and exit capture. */ PostMessage(parent, message, wParam, lParam); break; case WM_INPUT: /* TODO: Use in full screen. */ break; } } /** * @brief Initialize OpenGL context * @return Object identifiers */ static gl_objects initialize_glcontext() { /* 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); 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 = load_shaders(); 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; } /** * @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); } /** * @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); if (wmi.subsystem == SDL_SYSWM_WINDOWS) SDL_SetWindowsMessageHook(winmessage_hook, wmi.info.win.window); set_parent_binding(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; /* Handle SDL_Window events */ while (SDL_PollEvent(&event)) { /* No need for actual handlers, but message queue must be processed. */ } if (SDL_ShowCursor(-1) == !!mouse_capture) SDL_ShowCursor(!mouse_capture); /* 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) { /* 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); /* 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]); /* Signal that we're done with the video buffer */ SetEvent(blit_done); } else if (sync_event == sync_objects.resize) { SDL_SetWindowSize(window, resize_info.width, resize_info.height); /* SWP_NOZORDER is needed for child window and SDL doesn't enable it. */ SetWindowPos(wmi.info.win.window, parent, 0, 0, resize_info.width, resize_info.height, SWP_NOZORDER | SWP_NOCOPYBITS | SWP_NOMOVE | SWP_NOACTIVATE); glViewport(0, 0, resize_info.width, resize_info.height); } } finalize_glcontext(obj); SDL_GL_DeleteContext(context); set_parent_binding(0); SDL_SetWindowsMessageHook(NULL, NULL); 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) { /* Can't full screen as child window */ set_parent_binding(fs ? 0 : 1); SDL_SetWindowFullscreen(window, fs ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0); } } void opengl_resize(int w, int h) { if (thread == NULL) return; resize_info.width = w; resize_info.height = h; SetEvent(sync_objects.resize); }