mirror of
https://github.com/ddnet/ddnet.git
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313 lines
8.2 KiB
C++
313 lines
8.2 KiB
C++
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#include "SDL.h"
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#include "graphics_threaded.h"
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// platform dependent implementations for transfering render context from the main thread to the graphics thread
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// TODO: when SDL 1.3 comes, this can be removed
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#if defined(CONF_FAMILY_WINDOWS)
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struct SGLContext
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{
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HDC m_hDC;
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HGLRC m_hGLRC;
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};
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static SGLContext GL_GetCurrentContext()
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{
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SGLContext Context;
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Context.m_hDC = wglGetCurrentDC();
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Context.m_hGLRC = wglGetCurrentContext();
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return Context;
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}
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static void GL_MakeCurrent(const SGLContext &Context) { wglMakeCurrent(Context.m_hDC, Context.m_hGLRC); }
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static void GL_ReleaseContext(const SGLContext &Context) { wglMakeCurrent(NULL, NULL); }
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static void GL_SwapBuffers(const SGLContext &Context) { SwapBuffers(Context.m_hDC); }
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#elif defined(CONF_PLATFORM_MACOSX)
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#include <objc/objc-runtime.h>
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class semaphore
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{
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SDL_sem *sem;
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public:
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semaphore() { sem = SDL_CreateSemaphore(0); }
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~semaphore() { SDL_DestroySemaphore(sem); }
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void wait() { SDL_SemWait(sem); }
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void signal() { SDL_SemPost(sem); }
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};
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struct SGLContext
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{
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id m_Context;
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};
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static SGLContext GL_GetCurrentContext()
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{
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SGLContext Context;
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Class NSOpenGLContextClass = (Class) objc_getClass("NSOpenGLContext");
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SEL selector = sel_registerName("currentContext");
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Context.m_Context = objc_msgSend((objc_object*) NSOpenGLContextClass, selector);
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return Context;
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}
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static void GL_MakeCurrent(const SGLContext &Context)
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{
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SEL selector = sel_registerName("makeCurrentContext");
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objc_msgSend(Context.m_Context, selector);
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}
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static void GL_ReleaseContext(const SGLContext &Context)
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{
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Class NSOpenGLContextClass = (Class) objc_getClass("NSOpenGLContext");
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SEL selector = sel_registerName("clearCurrentContext");
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objc_msgSend((objc_object*) NSOpenGLContextClass, selector);
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}
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static void GL_SwapBuffers(const SGLContext &Context)
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{
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SEL selector = sel_registerName("flushBuffer");
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objc_msgSend(Context.m_Context, selector);
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}
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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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#elif defined(CONF_FAMILY_UNIX)
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#if defined(__ANDROID__)
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#include <EGL/egl.h>
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struct SGLContext
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{
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EGLDisplay m_Display;
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EGLSurface m_SurfaceDraw;
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EGLSurface m_SurfaceRead;
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EGLContext m_Context;
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};
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static SGLContext GL_GetCurrentContext()
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{
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SGLContext Context;
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Context.m_Display = eglGetCurrentDisplay();
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Context.m_SurfaceDraw = eglGetCurrentSurface(EGL_DRAW);
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Context.m_SurfaceRead = eglGetCurrentSurface(EGL_READ);
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Context.m_Context = eglGetCurrentContext();
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return Context;
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}
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static void GL_MakeCurrent(const SGLContext &Context)
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{
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eglMakeCurrent(Context.m_Display, Context.m_SurfaceDraw, Context.m_SurfaceRead, Context.m_Context);
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}
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static void GL_ReleaseContext(const SGLContext &Context)
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{
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eglMakeCurrent(Context.m_Display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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}
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static void GL_SwapBuffers(const SGLContext &Context)
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{
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// eglSwapBuffers(Context.m_Display, Context.m_SurfaceDraw);
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SDL_GL_SwapBuffers(); // This will also draw on-screen keyboard
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}
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#else
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#include <GL/glx.h>
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struct SGLContext
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{
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Display *m_pDisplay;
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GLXDrawable m_Drawable;
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GLXContext m_Context;
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};
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static SGLContext GL_GetCurrentContext()
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{
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SGLContext Context;
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Context.m_pDisplay = glXGetCurrentDisplay();
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Context.m_Drawable = glXGetCurrentDrawable();
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Context.m_Context = glXGetCurrentContext();
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return Context;
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}
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static void GL_MakeCurrent(const SGLContext &Context) { glXMakeCurrent(Context.m_pDisplay, Context.m_Drawable, Context.m_Context); }
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static void GL_ReleaseContext(const SGLContext &Context) { glXMakeCurrent(Context.m_pDisplay, None, 0x0); }
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static void GL_SwapBuffers(const SGLContext &Context) { glXSwapBuffers(Context.m_pDisplay, Context.m_Drawable); }
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#endif
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#else
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#error missing implementation
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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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// 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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SGLContext 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_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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SGLContext m_Context;
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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_Shutdown(const SCommand_Shutdown *pCommand);
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void Cmd_Swap(const CCommandBuffer::SCommand_Swap *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_SDL m_SDL;
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CCommandProcessorFragment_General m_General;
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public:
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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_Surface *m_pScreenSurface;
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ICommandProcessor *m_pProcessor;
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SGLContext m_GLContext;
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volatile int m_TextureMemoryUsage;
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public:
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virtual int Init(const char *pName, int *Width, int *Height, int FsaaSamples, int Flags);
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virtual int Shutdown();
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virtual int MemoryUsage() const;
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virtual void Minimize();
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virtual void Maximize();
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virtual int WindowActive();
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virtual int WindowOpen();
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virtual void NotifyWindow();
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};
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