GPU: More work on OpenGL renderer

This commit is contained in:
Connor McLaughlin
2019-09-13 00:18:13 +10:00
parent 4706a906d5
commit aea7a18ac2
20 changed files with 655 additions and 412 deletions

View File

@ -1,181 +1,162 @@
#include "sdl_interface.h"
#include "YBaseLib/ByteStream.h"
#include "YBaseLib/Error.h"
#include "common/display_renderer_d3d.h"
#include "YBaseLib/Log.h"
#include "imgui.h"
#include "imgui_impl_opengl3.h"
#include "imgui_impl_sdl.h"
#include "pse/system.h"
#include <SDL.h>
#include <cinttypes>
#include <glad.h>
#ifdef Y_COMPILER_MSVC
#include "imgui_impl_dx11.h"
#include <SDL_syswm.h>
#endif
Log_SetChannel(SDLInterface);
SDLInterface::SDLInterface(SDL_Window* window, std::unique_ptr<DisplayRenderer> display_renderer,
std::unique_ptr<MixerType> mixer)
: m_window(window), m_display_renderer(std::move(display_renderer)), m_mixer(std::move(mixer))
{
}
SDLInterface::SDLInterface() = default;
SDLInterface::~SDLInterface()
{
m_mixer.reset();
switch (m_display_renderer->GetBackendType())
if (m_gl_context)
{
#ifdef Y_COMPILER_MSVC
case DisplayRenderer::BackendType::Direct3D:
{
ImGui_ImplDX11_Shutdown();
ImGui::DestroyContext();
m_display_renderer.reset();
}
break;
#endif
if (m_display_vao != 0)
glDeleteVertexArrays(1, &m_display_vao);
case DisplayRenderer::BackendType::OpenGL:
{
SDL_GLContext context = SDL_GL_GetCurrentContext();
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
m_display_renderer.reset();
SDL_GL_MakeCurrent(nullptr, nullptr);
SDL_GL_DeleteContext(context);
}
break;
default:
{
ImGui::DestroyContext();
m_display_renderer.reset();
}
break;
m_display_program.Destroy();
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
SDL_GL_MakeCurrent(nullptr, nullptr);
SDL_GL_DeleteContext(m_gl_context);
}
if (m_window)
SDL_DestroyWindow(m_window);
}
std::unique_ptr<SDLInterface> SDLInterface::Create(
DisplayRenderer::BackendType display_renderer_backend /* = DisplayRenderer::GetDefaultBackendType() */)
bool SDLInterface::CreateSDLWindow()
{
constexpr u32 DEFAULT_WINDOW_WIDTH = 900;
constexpr u32 DEFAULT_WINDOW_HEIGHT = 700;
constexpr u32 MAIN_MENU_BAR_HEIGHT = 20;
// Create window.
u32 window_flags = SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI;
if (display_renderer_backend == DisplayRenderer::BackendType::OpenGL)
window_flags |= SDL_WINDOW_OPENGL;
constexpr u32 window_flags = SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_OPENGL;
auto window = std::unique_ptr<SDL_Window, void (*)(SDL_Window*)>(
SDL_CreateWindow("PCE - Initializing...", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, DEFAULT_WINDOW_WIDTH,
DEFAULT_WINDOW_HEIGHT, window_flags),
[](SDL_Window* win) { SDL_DestroyWindow(win); });
if (!window)
m_window = SDL_CreateWindow("Some idea to emulate a system starting with a P", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT, window_flags);
if (!m_window)
{
Panic("Failed to create window");
return nullptr;
return false;
}
DisplayRenderer::WindowHandleType window_handle = nullptr;
if (display_renderer_backend == DisplayRenderer::BackendType::OpenGL)
SDL_GetWindowSize(m_window, &m_window_width, &m_window_height);
return true;
}
static void APIENTRY GLDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
const GLchar* message, const void* userParam)
{
Log_InfoPrintf("%s", message);
}
bool SDLInterface::CreateGLContext()
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
m_gl_context = SDL_GL_CreateContext(m_window);
if (!m_gl_context || SDL_GL_MakeCurrent(m_window, m_gl_context) != 0 || !gladLoadGL())
{
// We need a GL context. TODO: Move this to common.
SDL_GLContext gl_context = SDL_GL_CreateContext(window.get());
if (!gl_context || SDL_GL_MakeCurrent(window.get(), gl_context) != 0 || !gladLoadGL())
{
Panic("Failed to create GL context");
return nullptr;
}
Panic("Failed to create GL context");
return false;
}
#ifdef Y_COMPILER_MSVC
if (display_renderer_backend == DisplayRenderer::BackendType::Direct3D)
if (GLAD_GL_KHR_debug)
{
// Get window handle from SDL window
SDL_SysWMinfo info = {};
SDL_VERSION(&info.version);
if (!SDL_GetWindowWMInfo(window.get(), &info))
{
Panic("SDL_GetWindowWMInfo failed");
return nullptr;
}
window_handle = info.info.win.window;
}
#endif
// Create renderer.
auto display_renderer =
DisplayRenderer::Create(display_renderer_backend, window_handle, DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT);
if (!display_renderer)
{
Panic("Failed to create display");
return nullptr;
}
display_renderer->SetTopPadding(MAIN_MENU_BAR_HEIGHT);
// Create audio renderer.
auto mixer = MixerType::Create();
if (!mixer)
{
Panic("Failed to create audio mixer");
return nullptr;
glad_glDebugMessageCallbackKHR(GLDebugCallback, nullptr);
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
}
// Initialize imgui.
return true;
}
bool SDLInterface::CreateImGuiContext()
{
ImGui::CreateContext();
ImGui::GetIO().IniFilename = nullptr;
switch (display_renderer->GetBackendType())
{
#ifdef Y_COMPILER_MSVC
case DisplayRenderer::BackendType::Direct3D:
{
if (!ImGui_ImplSDL2_InitForD3D(window.get()) ||
!ImGui_ImplDX11_Init(static_cast<DisplayRendererD3D*>(display_renderer.get())->GetD3DDevice(),
static_cast<DisplayRendererD3D*>(display_renderer.get())->GetD3DContext()))
{
return nullptr;
}
if (!ImGui_ImplSDL2_InitForOpenGL(m_window, m_gl_context) || !ImGui_ImplOpenGL3_Init())
return false;
ImGui_ImplDX11_NewFrame();
ImGui_ImplSDL2_NewFrame(window.get());
ImGui::NewFrame();
}
break;
#endif
case DisplayRenderer::BackendType::OpenGL:
{
if (!ImGui_ImplSDL2_InitForOpenGL(window.get(), SDL_GL_GetCurrentContext()) || !ImGui_ImplOpenGL3_Init())
return nullptr;
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame(window.get());
ImGui::NewFrame();
}
break;
default:
break;
}
return std::make_unique<SDLInterface>(window.release(), std::move(display_renderer), std::move(mixer));
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame(m_window);
ImGui::NewFrame();
return true;
}
TinyString SDLInterface::GetSaveStateFilename(u32 index)
bool SDLInterface::CreateGLResources()
{
return TinyString::FromFormat("savestate_%u.bin", index);
static constexpr char fullscreen_quad_vertex_shader[] = R"(
#version 330 core
out vec2 v_tex0;
void main()
{
v_tex0 = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
gl_Position = vec4(v_tex0 * vec2(2.0f, -2.0f) + vec2(-1.0f, 1.0f), 0.0f, 1.0f);
gl_Position.y = -gl_Position.y;
}
)";
static constexpr char display_fragment_shader[] = R"(
#version 330 core
uniform sampler2D samp0;
in vec2 v_tex0;
out vec4 ocol0;
void main()
{
ocol0 = texture(samp0, v_tex0);
}
)";
if (!m_display_program.Compile(fullscreen_quad_vertex_shader, display_fragment_shader))
return false;
m_display_program.BindFragData();
if (!m_display_program.Link())
return false;
m_display_program.RegisterUniform("samp0");
m_display_program.Bind();
m_display_program.Uniform1ui(0, 0);
glGenVertexArrays(1, &m_display_vao);
return true;
}
std::unique_ptr<SDLInterface> SDLInterface::Create()
{
std::unique_ptr<SDLInterface> intf = std::make_unique<SDLInterface>();
if (!intf->CreateSDLWindow() || !intf->CreateGLContext() || !intf->CreateImGuiContext() || !intf->CreateGLResources())
return nullptr;
return intf;
}
// TinyString SDLInterface::GetSaveStateFilename(u32 index)
// {
// return TinyString::FromFormat("savestate_%u.bin", index);
// }
bool SDLInterface::InitializeSystem(const char* filename, s32 save_state_index /* = -1 */)
{
Error error;
m_system = std::make_unique<System>();
m_system = std::make_unique<System>(this);
if (!m_system->Initialize())
{
m_system.reset();
@ -194,6 +175,8 @@ bool SDLInterface::InitializeSystem(const char* filename, s32 save_state_index /
}
#endif
m_system->Reset();
// Resume execution.
m_running = true;
return true;
@ -232,88 +215,13 @@ bool SDLInterface::HandleSDLEvent(const SDL_Event* event)
switch (event->type)
{
#if 0
case SDL_MOUSEBUTTONDOWN:
{
u32 button = SDLButtonToHostButton(event->button.button);
if (IsMouseGrabbed())
{
ExecuteMouseButtonChangeCallbacks(button, true);
return true;
}
}
break;
case SDL_MOUSEBUTTONUP:
{
u32 button = SDLButtonToHostButton(event->button.button);
if (IsMouseGrabbed())
{
ExecuteMouseButtonChangeCallbacks(button, false);
return true;
}
else
{
// Are we capturing the mouse?
if (button == 0)
GrabMouse();
}
}
break;
case SDL_MOUSEMOTION:
{
if (!IsMouseGrabbed())
return false;
s32 dx = event->motion.xrel;
s32 dy = event->motion.yrel;
ExecuteMousePositionChangeCallbacks(dx, dy);
return true;
}
break;
case SDL_KEYDOWN:
{
// Release mouse key combination
if (((event->key.keysym.sym == SDLK_LCTRL || event->key.keysym.sym == SDLK_RCTRL) &&
(SDL_GetModState() & KMOD_ALT) != 0) ||
((event->key.keysym.sym == SDLK_LALT || event->key.keysym.sym == SDLK_RALT) &&
(SDL_GetModState() & KMOD_CTRL) != 0))
{
// But don't consume the key event.
ReleaseMouse();
}
// Create keyboard event.
// TODO: Since we have crap in the input polling, we can't return true here.
GenScanCode scancode;
if (MapSDLScanCode(&scancode, event->key.keysym.scancode))
{
ExecuteKeyboardCallbacks(scancode, true);
return false;
}
}
break;
case SDL_KEYUP:
{
// Create keyboard event.
// TODO: Since we have crap in the input polling, we can't return true here.
GenScanCode scancode;
if (MapSDLScanCode(&scancode, event->key.keysym.scancode))
{
ExecuteKeyboardCallbacks(scancode, false);
return false;
}
}
break;
#endif
case SDL_WINDOWEVENT:
{
if (event->window.event == SDL_WINDOWEVENT_RESIZED)
m_display_renderer->WindowResized(u32(event->window.data1), u32(event->window.data2));
{
m_window_width = event->window.data1;
m_window_height = event->window.data2;
}
}
break;
@ -387,44 +295,39 @@ bool SDLInterface::PassEventToImGui(const SDL_Event* event)
void SDLInterface::Render()
{
if (!m_display_renderer->BeginFrame())
return;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
m_display_renderer->RenderDisplays();
RenderDisplay();
RenderImGui();
const DisplayRenderer::BackendType backend_type = m_display_renderer->GetBackendType();
switch (backend_type)
{
#ifdef Y_COMPILER_MSVC
case DisplayRenderer::BackendType::Direct3D:
{
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
m_display_renderer->EndFrame();
ImGui_ImplSDL2_NewFrame(m_window);
ImGui_ImplDX11_NewFrame();
}
break;
#endif
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
case DisplayRenderer::BackendType::OpenGL:
{
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
m_display_renderer->EndFrame();
SDL_GL_SwapWindow(m_window);
ImGui_ImplSDL2_NewFrame(m_window);
ImGui_ImplOpenGL3_NewFrame();
}
break;
SDL_GL_SwapWindow(m_window);
default:
break;
}
ImGui_ImplSDL2_NewFrame(m_window);
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
}
void SDLInterface::RenderDisplay()
{
if (!m_display_texture)
return;
glViewport(0, 0, m_window_width, m_window_height);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
m_display_program.Bind();
m_display_texture->Bind();
glBindVertexArray(m_display_vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
void SDLInterface::RenderImGui()
{
RenderMainMenuBar();
@ -499,6 +402,18 @@ void SDLInterface::AddOSDMessage(const char* message, float duration /*= 2.0f*/)
m_osd_messages.push_back(std::move(msg));
}
void SDLInterface::SetDisplayTexture(GL::Texture* texture, u32 offset_x, u32 offset_y, u32 width, u32 height)
{
m_display_texture = texture;
m_display_texture_offset_x = 0;
m_display_texture_offset_y = 0;
m_display_texture_width = width;
m_display_texture_height = height;
m_display_texture_changed = true;
Render();
}
void SDLInterface::RenderOSDMessages()
{
constexpr ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs |
@ -561,6 +476,8 @@ void SDLInterface::DoSaveState(u32 index)
void SDLInterface::Run()
{
Timer last_render_time;
while (m_running)
{
for (;;)
@ -572,8 +489,12 @@ void SDLInterface::Run()
break;
}
m_system->RunFrame();
Render();
while (!m_display_texture_changed || last_render_time.GetTimeSeconds() < (1.0f / 60.0f))
{
m_system->RunFrame();
}
// Render();
last_render_time.Reset();
}
}