mirror of
https://github.com/ddnet/ddnet.git
synced 2024-09-21 10:04:18 +00:00
328 lines
9.7 KiB
C++
328 lines
9.7 KiB
C++
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#include "SDL.h"
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#include "graphics_threaded.h"
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# if defined(CONF_PLATFORM_MACOSX)
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#include <objc/objc-runtime.h>
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class CAutoreleasePool
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{
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private:
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id m_Pool;
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public:
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CAutoreleasePool()
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{
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Class NSAutoreleasePoolClass = (Class) objc_getClass("NSAutoreleasePool");
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m_Pool = class_createInstance(NSAutoreleasePoolClass, 0);
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SEL selector = sel_registerName("init");
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objc_msgSend(m_Pool, selector);
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}
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~CAutoreleasePool()
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{
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SEL selector = sel_registerName("drain");
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objc_msgSend(m_Pool, selector);
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}
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};
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#endif
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// basic threaded backend, abstract, missing init and shutdown functions
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class CGraphicsBackend_Threaded : public IGraphicsBackend
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{
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public:
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// constructed on the main thread, the rest of the functions is runned on the render thread
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class ICommandProcessor
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{
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public:
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virtual ~ICommandProcessor() {}
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virtual void RunBuffer(CCommandBuffer *pBuffer) = 0;
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};
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CGraphicsBackend_Threaded();
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virtual void RunBuffer(CCommandBuffer *pBuffer);
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virtual bool IsIdle() const;
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virtual void WaitForIdle();
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protected:
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void StartProcessor(ICommandProcessor *pProcessor);
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void StopProcessor();
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private:
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ICommandProcessor *m_pProcessor;
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CCommandBuffer * volatile m_pBuffer;
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volatile bool m_Shutdown;
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semaphore m_Activity;
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semaphore m_BufferDone;
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void *m_pThread;
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static void ThreadFunc(void *pUser);
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};
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// takes care of implementation independent operations
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class CCommandProcessorFragment_General
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{
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void Cmd_Nop();
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void Cmd_Signal(const CCommandBuffer::SCommand_Signal *pCommand);
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public:
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bool RunCommand(const CCommandBuffer::SCommand * pBaseCommand);
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};
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// takes care of opengl related rendering
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class CCommandProcessorFragment_OpenGL
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{
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struct CTexture
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{
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GLuint m_Tex;
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int m_MemSize;
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};
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CTexture m_aTextures[CCommandBuffer::MAX_TEXTURES];
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volatile int *m_pTextureMemoryUsage;
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public:
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enum
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{
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CMD_INIT = CCommandBuffer::CMDGROUP_PLATFORM_OPENGL,
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};
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struct SCommand_Init : public CCommandBuffer::SCommand
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{
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SCommand_Init() : SCommand(CMD_INIT) {}
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volatile int *m_pTextureMemoryUsage;
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};
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private:
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static int TexFormatToOpenGLFormat(int TexFormat);
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static unsigned char Sample(int w, int h, const unsigned char *pData, int u, int v, int Offset, int ScaleW, int ScaleH, int Bpp);
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static void *Rescale(int Width, int Height, int NewWidth, int NewHeight, int Format, const unsigned char *pData);
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void SetState(const CCommandBuffer::SState &State);
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void Cmd_Init(const SCommand_Init *pCommand);
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void Cmd_Texture_Update(const CCommandBuffer::SCommand_Texture_Update *pCommand);
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void Cmd_Texture_Destroy(const CCommandBuffer::SCommand_Texture_Destroy *pCommand);
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void Cmd_Texture_Create(const CCommandBuffer::SCommand_Texture_Create *pCommand);
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void Cmd_Clear(const CCommandBuffer::SCommand_Clear *pCommand);
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void Cmd_Render(const CCommandBuffer::SCommand_Render *pCommand);
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void Cmd_Screenshot(const CCommandBuffer::SCommand_Screenshot *pCommand);
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public:
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CCommandProcessorFragment_OpenGL();
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bool RunCommand(const CCommandBuffer::SCommand * pBaseCommand);
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};
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class CGLSLProgram;
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class CGLSLTWProgram;
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class CGLSLPrimitiveProgram;
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class CGLSLQuadProgram;
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class CGLSLTileProgram;
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class CGLSLBorderTileProgram;
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class CGLSLBorderTileLineProgram;
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// takes care of opengl 3.3 related rendering
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class CCommandProcessorFragment_OpenGL3_3
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{
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bool m_UseMultipleTextureUnits;
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bool m_UsePreinitializedVertexBuffer;
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struct CTexture
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{
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GLuint m_Tex;
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GLuint m_Sampler;
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int m_LastWrapMode;
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int m_MemSize;
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};
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CTexture m_aTextures[CCommandBuffer::MAX_TEXTURES];
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volatile int *m_pTextureMemoryUsage;
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CGLSLPrimitiveProgram* m_pPrimitiveProgram;
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CGLSLTileProgram* m_pTileProgram;
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CGLSLTileProgram* m_pTileProgramTextured;
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CGLSLBorderTileProgram* m_pBorderTileProgram;
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CGLSLBorderTileProgram* m_pBorderTileProgramTextured;
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CGLSLBorderTileLineProgram* m_pBorderTileLineProgram;
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CGLSLBorderTileLineProgram* m_pBorderTileLineProgramTextured;
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GLuint m_PrimitiveDrawVertexID;
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GLuint m_PrimitiveDrawBufferID;
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GLuint m_LastIndexBufferBound;
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GLuint m_QuadDrawIndexBufferID;
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unsigned int m_CurrentIndicesInBuffer;
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GLint m_MaxTextureUnits;
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GLint m_MaxTexSize;
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int m_LastBlendMode; //avoid all possible opengl state changes
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bool m_LastClipEnable;
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struct STextureBound{
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int m_TextureSlot;
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};
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std::vector<STextureBound> m_TextureSlotBoundToUnit; //the texture index generated by loadtextureraw is stored in an index calculated by max texture units
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bool IsAndUpdateTextureSlotBound(int IDX, int Slot);
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void DestroyTexture(int Slot);
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void DestroyVisualObjects(int Index);
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void AppendIndices(unsigned int NewIndicesCount);
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struct SVisualObject{
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SVisualObject() : m_VertArrayID(0), m_VertBufferID(0), m_LastIndexBufferBound(0), m_NumElements(0), m_IsTextured(false) {}
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GLuint m_VertArrayID;
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GLuint m_VertBufferID;
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GLuint m_LastIndexBufferBound;
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int m_NumElements; //vertices and texture coordinates
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bool m_IsTextured;
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};
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std::vector<SVisualObject> m_VisualObjects;
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CCommandBuffer::SColorf m_ClearColor;
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public:
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enum
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{
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CMD_INIT = CCommandBuffer::CMDGROUP_PLATFORM_OPENGL3_3,
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CMD_SHUTDOWN,
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};
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struct SCommand_Init : public CCommandBuffer::SCommand
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{
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SCommand_Init() : SCommand(CMD_INIT) {}
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volatile int *m_pTextureMemoryUsage;
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};
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struct SCommand_Shutdown : public CCommandBuffer::SCommand
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{
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SCommand_Shutdown() : SCommand(CMD_SHUTDOWN) {}
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};
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private:
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static int TexFormatToOpenGLFormat(int TexFormat);
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static unsigned char Sample(int w, int h, const unsigned char *pData, int u, int v, int Offset, int ScaleW, int ScaleH, int Bpp);
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static void *Rescale(int Width, int Height, int NewWidth, int NewHeight, int Format, const unsigned char *pData);
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void SetState(const CCommandBuffer::SState &State, CGLSLTWProgram* pProgram);
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void Cmd_Init(const SCommand_Init *pCommand);
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void Cmd_Shutdown(const SCommand_Shutdown *pCommand);
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void Cmd_Texture_Update(const CCommandBuffer::SCommand_Texture_Update *pCommand);
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void Cmd_Texture_Destroy(const CCommandBuffer::SCommand_Texture_Destroy *pCommand);
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void Cmd_Texture_Create(const CCommandBuffer::SCommand_Texture_Create *pCommand);
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void Cmd_Clear(const CCommandBuffer::SCommand_Clear *pCommand);
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void Cmd_Render(const CCommandBuffer::SCommand_Render *pCommand);
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void Cmd_Screenshot(const CCommandBuffer::SCommand_Screenshot *pCommand);
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void Cmd_CreateVertBuffer(const CCommandBuffer::SCommand_CreateVertexBufferObject *pCommand);
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void Cmd_AppendVertBuffer(const CCommandBuffer::SCommand_AppendVertexBufferObject *pCommand);
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void Cmd_CreateVertArray(const CCommandBuffer::SCommand_CreateVertexArrayObject *pCommand);
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void Cmd_RenderVertexArray(const CCommandBuffer::SCommand_RenderVertexArray *pCommand);
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void Cmd_DestroyVertexArray(const CCommandBuffer::SCommand_DestroyVisual *pCommand);
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void Cmd_RenderBorderTile(const CCommandBuffer::SCommand_RenderBorderTile *pCommand);
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void Cmd_RenderBorderTileLine(const CCommandBuffer::SCommand_RenderBorderTileLine *pCommand);
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public:
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CCommandProcessorFragment_OpenGL3_3();
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bool RunCommand(const CCommandBuffer::SCommand * pBaseCommand);
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};
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// takes care of sdl related commands
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class CCommandProcessorFragment_SDL
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{
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// SDL stuff
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SDL_Window *m_pWindow;
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SDL_GLContext m_GLContext;
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public:
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enum
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{
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CMD_INIT = CCommandBuffer::CMDGROUP_PLATFORM_SDL,
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CMD_UPDATE_VIEWPORT,
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CMD_SHUTDOWN,
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};
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struct SCommand_Init : public CCommandBuffer::SCommand
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{
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SCommand_Init() : SCommand(CMD_INIT) {}
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SDL_Window *m_pWindow;
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SDL_GLContext m_GLContext;
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};
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struct SCommand_Update_Viewport : public CCommandBuffer::SCommand
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{
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SCommand_Update_Viewport() : SCommand(CMD_UPDATE_VIEWPORT) {}
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int m_X;
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int m_Y;
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int m_Width;
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int m_Height;
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};
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struct SCommand_Shutdown : public CCommandBuffer::SCommand
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{
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SCommand_Shutdown() : SCommand(CMD_SHUTDOWN) {}
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};
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private:
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void Cmd_Init(const SCommand_Init *pCommand);
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void Cmd_Update_Viewport(const SCommand_Update_Viewport* pCommand);
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void Cmd_Shutdown(const SCommand_Shutdown *pCommand);
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void Cmd_Swap(const CCommandBuffer::SCommand_Swap *pCommand);
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void Cmd_VSync(const CCommandBuffer::SCommand_VSync *pCommand);
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void Cmd_Resize(const CCommandBuffer::SCommand_Resize *pCommand);
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void Cmd_VideoModes(const CCommandBuffer::SCommand_VideoModes *pCommand);
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public:
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CCommandProcessorFragment_SDL();
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bool RunCommand(const CCommandBuffer::SCommand *pBaseCommand);
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};
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// command processor impelementation, uses the fragments to combine into one processor
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class CCommandProcessor_SDL_OpenGL : public CGraphicsBackend_Threaded::ICommandProcessor
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{
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CCommandProcessorFragment_OpenGL m_OpenGL;
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CCommandProcessorFragment_OpenGL3_3 m_OpenGL3_3;
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CCommandProcessorFragment_SDL m_SDL;
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CCommandProcessorFragment_General m_General;
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bool m_UseOpenGL3_3;
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public:
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void UseOpenGL3_3(bool Use) { m_UseOpenGL3_3 = Use; }
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virtual void RunBuffer(CCommandBuffer *pBuffer);
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};
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// graphics backend implemented with SDL and OpenGL
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class CGraphicsBackend_SDL_OpenGL : public CGraphicsBackend_Threaded
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{
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SDL_Window *m_pWindow;
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SDL_GLContext m_GLContext;
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ICommandProcessor *m_pProcessor;
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volatile int m_TextureMemoryUsage;
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int m_NumScreens;
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bool m_UseOpenGL3_3;
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public:
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virtual int Init(const char *pName, int *Screen, int *pWidth, int *pHeight, int FsaaSamples, int Flags, int *pDesktopWidth, int *pDesktopHeight, int* pCurrentWidth, int* pCurrentHeight);
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virtual int Shutdown();
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virtual int MemoryUsage() const;
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virtual int GetNumScreens() const { return m_NumScreens; }
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virtual void Minimize();
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virtual void Maximize();
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virtual bool Fullscreen(bool State);
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virtual void SetWindowBordered(bool State); // on=true/off=false
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virtual bool SetWindowScreen(int Index);
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virtual int GetWindowScreen();
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virtual int WindowActive();
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virtual int WindowOpen();
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virtual void SetWindowGrab(bool Grab);
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virtual void NotifyWindow();
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virtual bool IsOpenGL3_3() { return m_UseOpenGL3_3; }
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};
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