/* * 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 * * TODO: More shader features * - scaling * - multipass * - previous frames * (UI) options * More error handling * * 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 #include #include #include <86box/86box.h> #include <86box/plat.h> #include <86box/video.h> #include <86box/win.h> #include <86box/win_opengl.h> #include <86box/win_opengl_glslp.h> static const int INIT_WIDTH = 640; static const int INIT_HEIGHT = 400; /** * @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 SDL window handle */ static HWND window_hwnd = NULL; /** * @brief Parent window handle (hwndRender from win_ui) */ static HWND parent = NULL; /** * @brief Events listened in OpenGL thread. */ static union { struct { HANDLE closing; HANDLE resize; HANDLE reload; HANDLE blit_waiting; }; HANDLE asArray[4]; } sync_objects = { 0 }; /** * @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 = { 0 }; /** * @brief Resize event parameters. */ static struct { int width, height, fullscreen, scaling_mode; mutex_t* mutex; } resize_info = { 0 }; /** * @brief Renderer options */ static struct { int vsync; /* Vertical sync; 0 = off, 1 = on */ int frametime; /* Frametime in microseconds, or -1 to sync with blitter */ char shaderfile[512]; /* Shader file path. Match the length of openfilestring in win_dialog.c */ int shaderfile_changed; /* Has shader file path changed. To prevent unnecessary shader recompilation. */ mutex_t* mutex; } options = { 0 }; /** * @brief Identifiers to OpenGL objects and uniforms. */ typedef struct { GLuint vertexArrayID; GLuint vertexBufferID; GLuint textureID; GLuint shader_progID; /* Uniforms */ GLint input_size; GLint output_size; GLint texture_size; GLint frame_count; } gl_identifiers; /** * @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) { long style = GetWindowLong(window_hwnd, GWL_STYLE); long ex_style = GetWindowLong(window_hwnd, GWL_EXSTYLE); if (enable) { style |= WS_CHILD; ex_style |= WS_EX_NOACTIVATE; } else { style &= ~WS_CHILD; ex_style &= ~WS_EX_NOACTIVATE; } SetWindowLong(window_hwnd, GWL_STYLE, style); SetWindowLong(window_hwnd, GWL_EXSTYLE, ex_style); SetParent(window_hwnd, enable ? parent : NULL); } /** * @brief Windows message handler for our window. * @param message * @param wParam * @param lParam * @param fullscreen */ static void handle_window_messages(UINT message, WPARAM wParam, LPARAM lParam, int fullscreen) { switch (message) { case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_MBUTTONUP: case WM_MBUTTONDOWN: if (!fullscreen) { /* Mouse events that enter and exit capture. */ PostMessage(parent, message, wParam, lParam); } break; case WM_KEYDOWN: case WM_KEYUP: case WM_SYSKEYDOWN: case WM_SYSKEYUP: if (fullscreen) { PostMessage(parent, message, wParam, lParam); } break; case WM_INPUT: if (fullscreen) { /* Raw input handler from win_ui.c : input_proc */ UINT size = 0; PRAWINPUT raw = NULL; /* Here we read the raw input data */ GetRawInputData((HRAWINPUT)(LPARAM)lParam, RID_INPUT, NULL, &size, sizeof(RAWINPUTHEADER)); raw = (PRAWINPUT)malloc(size); if (GetRawInputData((HRAWINPUT)(LPARAM)lParam, RID_INPUT, raw, &size, sizeof(RAWINPUTHEADER)) == size) { switch (raw->header.dwType) { case RIM_TYPEKEYBOARD: keyboard_handle(raw); break; case RIM_TYPEMOUSE: win_mouse_handle(raw); break; case RIM_TYPEHID: win_joystick_handle(raw); break; } } free(raw); } break; } } /** * @brief (Re-)apply shaders to OpenGL context. * @param gl Identifiers from initialize */ static void apply_shaders(gl_identifiers* gl) { GLuint old_shader_ID = 0; if (gl->shader_progID != 0) old_shader_ID = gl->shader_progID; if (strlen(options.shaderfile) > 0) gl->shader_progID = load_custom_shaders(options.shaderfile); else gl->shader_progID = 0; if (gl->shader_progID == 0) gl->shader_progID = load_default_shaders(); glUseProgram(gl->shader_progID); /* Delete old shader if one exists (changing shader) */ if (old_shader_ID != 0) glDeleteProgram(old_shader_ID); GLint vertex_coord = glGetAttribLocation(gl->shader_progID, "VertexCoord"); if (vertex_coord != -1) { glEnableVertexAttribArray(vertex_coord); glVertexAttribPointer(vertex_coord, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), 0); } GLint tex_coord = glGetAttribLocation(gl->shader_progID, "TexCoord"); if (tex_coord != -1) { glEnableVertexAttribArray(tex_coord); glVertexAttribPointer(tex_coord, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat))); } GLint color = glGetAttribLocation(gl->shader_progID, "Color"); if (color != -1) { glEnableVertexAttribArray(color); glVertexAttribPointer(color, 4, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void*)(4 * sizeof(GLfloat))); } GLint mvp_matrix = glGetUniformLocation(gl->shader_progID, "MVPMatrix"); if (mvp_matrix != -1) { static const GLfloat mvp[] = { 1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f }; glUniformMatrix4fv(mvp_matrix, 1, GL_FALSE, mvp); } GLint frame_direction = glGetUniformLocation(gl->shader_progID, "FrameDirection"); if (frame_direction != -1) glUniform1i(frame_direction, 1); /* always forward */ gl->input_size = glGetUniformLocation(gl->shader_progID, "InputSize"); gl->output_size = glGetUniformLocation(gl->shader_progID, "OutputSize"); gl->texture_size = glGetUniformLocation(gl->shader_progID, "TextureSize"); gl->frame_count = glGetUniformLocation(gl->shader_progID, "FrameCount"); } /** * @brief Initialize OpenGL context * @return Identifiers */ static gl_identifiers initialize_glcontext() { /* Vertex, texture 2d coordinates and color (white) making a quad as triangle strip */ static const GLfloat surface[] = { -1.f, 1.f, 0.f, 0.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 0.f, 1.f, 1.f, 1.f, 1.f, -1.f, -1.f, 0.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f, -1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f }; gl_identifiers gl = { 0 }; glGenVertexArrays(1, &gl.vertexArrayID); glBindVertexArray(gl.vertexArrayID); glGenBuffers(1, &gl.vertexBufferID); glBindBuffer(GL_ARRAY_BUFFER, gl.vertexBufferID); glBufferData(GL_ARRAY_BUFFER, sizeof(surface), surface, GL_STATIC_DRAW); glGenTextures(1, &gl.textureID); glBindTexture(GL_TEXTURE_2D, gl.textureID); static const GLfloat border_color[] = { 0.f, 0.f, 0.f, 1.f }; glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border_color); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); 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, 0, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); glClearColor(0.f, 0.f, 0.f, 1.f); apply_shaders(&gl); return gl; } /** * @brief Clean up OpenGL context * @param gl Identifiers from initialize */ static void finalize_glcontext(gl_identifiers gl) { glDeleteProgram(gl.shader_progID); glDeleteTextures(1, &gl.textureID); glDeleteBuffers(1, &gl.vertexBufferID); glDeleteVertexArrays(1, &gl.vertexArrayID); } /** * @brief Renders a frame and swaps the buffer * @param gl Identifiers from initialize */ static void render_and_swap(gl_identifiers gl) { static int frame_counter = 0; glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); SDL_GL_SwapWindow(window); if (gl.frame_count != -1) glUniform1i(gl.frame_count, frame_counter = (frame_counter + 1) & 1023); } /** * @brief Handle failure in OpenGL thread. * Acts like a renderer until closing. */ static void opengl_fail() { if (window != NULL) { SDL_DestroyWindow(window); window = NULL; } /* TODO: Notify user. */ HANDLE handles[] = { sync_objects.closing, sync_objects.blit_waiting }; while (1) { switch (WaitForMultipleObjects(2, handles, FALSE, INFINITE)) { case WAIT_OBJECT_0: /* Close requested. End thread. */ _endthread(); case WAIT_OBJECT_0 + 1: /* Blitter is waiting, signal it to continue. */ SetEvent(blit_done); } } } /** * @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(void* param) { 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); if (window == NULL) opengl_fail(); /* Keep track of certain parameters, only changed in this thread to avoid race conditions */ int fullscreen = resize_info.fullscreen, video_width = INIT_WIDTH, video_height = INIT_HEIGHT, output_width = resize_info.width, output_height = resize_info.height, frametime = options.frametime; SDL_SysWMinfo wmi = { 0 }; SDL_VERSION(&wmi.version); SDL_GetWindowWMInfo(window, &wmi); if (wmi.subsystem != SDL_SYSWM_WINDOWS) opengl_fail(); window_hwnd = wmi.info.win.window; if (!fullscreen) set_parent_binding(1); else SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP); SDL_GLContext context = SDL_GL_CreateContext(window); if (context == NULL) opengl_fail(); SDL_GL_SetSwapInterval(options.vsync); if (!gladLoadGLLoader(SDL_GL_GetProcAddress)) { SDL_GL_DeleteContext(context); opengl_fail(); } gl_identifiers gl = initialize_glcontext(); if (gl.frame_count != -1) glUniform1i(gl.frame_count, 0); if (gl.output_size != -1) glUniform2f(gl.output_size, output_width, output_height); uint32_t last_swap = plat_get_micro_ticks() - frametime; /* Render loop */ int closing = 0; while (!closing) { /* Rendering is done right after handling an event. */ if (frametime < 0) render_and_swap(gl); DWORD wait_result = WAIT_TIMEOUT; do { /* Rendering is timed by frame capping. */ if (frametime >= 0) { uint32_t ticks = plat_get_micro_ticks(); uint32_t elapsed = ticks - last_swap; if (elapsed + 1000 > frametime) { /* Spin the remaining time (< 1ms) to next frame */ while (elapsed < frametime) { Sleep(0); /* Yield processor time */ ticks = plat_get_micro_ticks(); elapsed = ticks - last_swap; } render_and_swap(gl); last_swap = ticks; } } /* Handle window messages */ MSG msg; if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.hwnd == window_hwnd) handle_window_messages(msg.message, msg.wParam, msg.lParam, fullscreen); TranslateMessage(&msg); DispatchMessage(&msg); } /* 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 (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); video_width = blit_info.w; video_height = blit_info.h; if (fullscreen) SetEvent(sync_objects.resize); } /* 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); /* Update uniforms */ if (gl.input_size != -1) glUniform2f(gl.input_size, video_width, video_height); if (gl.texture_size != -1) glUniform2f(gl.texture_size, video_width, video_height); } else if (sync_event == sync_objects.resize) { thread_wait_mutex(resize_info.mutex); if (fullscreen != resize_info.fullscreen) { fullscreen = resize_info.fullscreen; set_parent_binding(!fullscreen); SDL_SetWindowFullscreen(window, fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0); if (fullscreen) { SetForegroundWindow(window_hwnd); SetFocus(window_hwnd); } } if (fullscreen) { int width, height, pad_x = 0, pad_y = 0, px_size = 1; float ratio = 0; const float ratio43 = 4.f / 3.f; SDL_GetWindowSize(window, &width, &height); if (video_width > 0 && video_height > 0) { switch (resize_info.scaling_mode) { case FULLSCR_SCALE_INT: px_size = max(min(width / video_width, height / video_height), 1); pad_x = width - (video_width * px_size); pad_y = height - (video_height * px_size); break; case FULLSCR_SCALE_KEEPRATIO: ratio = (float)video_width / (float)video_height; case FULLSCR_SCALE_43: if (ratio == 0) ratio = ratio43; if (ratio < ((float)width / (float)height)) pad_x = width - (int)roundf((float)height * ratio); else pad_y = height - (int)roundf((float)width / ratio); break; case FULLSCR_SCALE_FULL: default: break; } } output_width = width - pad_x; output_height = height - pad_y; glViewport(pad_x / 2, pad_y / 2, output_width, output_height); if (gl.output_size != -1) glUniform2f(gl.output_size, output_width, output_height); } else { SDL_SetWindowSize(window, resize_info.width, resize_info.height); /* SWP_NOZORDER is needed for child window and SDL doesn't enable it. */ SetWindowPos(window_hwnd, parent, 0, 0, resize_info.width, resize_info.height, SWP_NOZORDER | SWP_NOCOPYBITS | SWP_NOMOVE | SWP_NOACTIVATE); output_width = resize_info.width; output_height = resize_info.height; glViewport(0, 0, resize_info.width, resize_info.height); if (gl.output_size != -1) glUniform2f(gl.output_size, resize_info.width, resize_info.height); } thread_release_mutex(resize_info.mutex); } else if (sync_event == sync_objects.reload) { thread_wait_mutex(options.mutex); frametime = options.frametime; SDL_GL_SetSwapInterval(options.vsync); if (options.shaderfile_changed) { /* Change shader program. */ apply_shaders(&gl); /* Uniforms need to be updated after proram change. */ if (gl.input_size != -1) glUniform2f(gl.input_size, video_width, video_height); if (gl.output_size != -1) glUniform2f(gl.output_size, output_width, output_height); if (gl.texture_size != -1) glUniform2f(gl.texture_size, video_width, video_height); if (gl.frame_count != -1) glUniform1i(gl.frame_count, 0); options.shaderfile_changed = 0; } thread_release_mutex(options.mutex); } /* Keep cursor hidden in full screen and mouse capture */ int show_cursor = !(fullscreen || !!mouse_capture); if (SDL_ShowCursor(-1) != show_cursor) SDL_ShowCursor(show_cursor); } finalize_glcontext(gl); SDL_GL_DeleteContext(context); set_parent_binding(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 || thread == 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(); } static int framerate_to_frametime(int framerate) { if (framerate < 0) return -1; return (int)ceilf(1.e6f / (float)framerate); } int opengl_init(HWND hwnd) { if (thread != NULL) return 0; 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; resize_info.fullscreen = video_fullscreen & 1; resize_info.scaling_mode = video_fullscreen_scale; resize_info.mutex = thread_create_mutex(); options.vsync = video_vsync; options.frametime = framerate_to_frametime(video_framerate); strcpy_s(options.shaderfile, sizeof(options.shaderfile), video_shader); options.mutex = thread_create_mutex(); thread = thread_create(opengl_main, (void*)NULL); atexit(opengl_close); video_setblit(opengl_blit); return 1; } int opengl_pause(void) { return 0; } void opengl_close(void) { if (thread == NULL) return; SetEvent(sync_objects.closing); thread_wait(thread, -1); memset((void*)&blit_info, 0, sizeof(blit_info)); thread_close_mutex(resize_info.mutex); thread_close_mutex(options.mutex); 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 (thread == NULL) return; thread_wait_mutex(resize_info.mutex); resize_info.fullscreen = fs; resize_info.scaling_mode = video_fullscreen_scale; thread_release_mutex(resize_info.mutex); SetEvent(sync_objects.resize); } void opengl_resize(int w, int h) { if (thread == NULL) return; thread_wait_mutex(resize_info.mutex); resize_info.width = w; resize_info.height = h; resize_info.scaling_mode = video_fullscreen_scale; thread_release_mutex(resize_info.mutex); SetEvent(sync_objects.resize); } void opengl_reload(void) { if (thread == NULL) return; thread_wait_mutex(options.mutex); options.vsync = video_vsync; options.frametime = framerate_to_frametime(video_framerate); if (strcmp(video_shader, options.shaderfile) != 0) { strcpy_s(options.shaderfile, sizeof(options.shaderfile), video_shader); options.shaderfile_changed = 1; } thread_release_mutex(options.mutex); SetEvent(sync_objects.reload); }