Android: It builds again, but needs a lot more work

This commit is contained in:
Connor McLaughlin
2020-04-06 00:25:40 +10:00
parent 411fbe8416
commit b418f880ab
7 changed files with 198 additions and 333 deletions

View File

@ -1,5 +1,6 @@
#include "android_gles_host_display.h"
#include "YBaseLib/Log.h"
#include "common/assert.h"
#include "common/log.h"
#include <EGL/eglext.h>
#include <array>
#include <imgui.h>
@ -20,7 +21,7 @@ public:
GLuint GetGLID() const { return m_id; }
static std::unique_ptr<AndroidGLESHostDisplayTexture> Create(u32 width, u32 height, const void* initial_data,
u32 initial_data_stride)
u32 initial_data_stride)
{
GLuint id;
glGenTextures(1, &id);
@ -102,13 +103,13 @@ void AndroidGLESHostDisplay::ChangeRenderWindow(void* new_window)
}
std::unique_ptr<HostDisplayTexture> AndroidGLESHostDisplay::CreateTexture(u32 width, u32 height, const void* data,
u32 data_stride, bool dynamic)
u32 data_stride, bool dynamic)
{
return AndroidGLESHostDisplayTexture::Create(width, height, data, data_stride);
}
void AndroidGLESHostDisplay::UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height,
const void* data, u32 data_stride)
const void* data, u32 data_stride)
{
AndroidGLESHostDisplayTexture* tex = static_cast<AndroidGLESHostDisplayTexture*>(texture);
Assert(data_stride == (width * sizeof(u32)));
@ -122,28 +123,22 @@ void AndroidGLESHostDisplay::UpdateTexture(HostDisplayTexture* texture, u32 x, u
glBindTexture(GL_TEXTURE_2D, old_texture_binding);
}
void AndroidGLESHostDisplay::SetDisplayTexture(void* texture, s32 offset_x, s32 offset_y, s32 width, s32 height,
u32 texture_width, u32 texture_height, float aspect_ratio)
bool AndroidGLESHostDisplay::DownloadTexture(const void* texture_handle, u32 x, u32 y, u32 width, u32 height,
void* out_data, u32 out_data_stride)
{
m_display_texture_id = static_cast<GLuint>(reinterpret_cast<uintptr_t>(texture));
m_display_offset_x = offset_x;
m_display_offset_y = offset_y;
m_display_width = width;
m_display_height = height;
m_display_texture_width = texture_width;
m_display_texture_height = texture_height;
m_display_aspect_ratio = aspect_ratio;
m_display_texture_changed = true;
}
GLint old_alignment = 0, old_row_length = 0;
glGetIntegerv(GL_PACK_ALIGNMENT, &old_alignment);
glGetIntegerv(GL_PACK_ROW_LENGTH, &old_row_length);
glPixelStorei(GL_PACK_ALIGNMENT, sizeof(u32));
glPixelStorei(GL_PACK_ROW_LENGTH, out_data_stride / sizeof(u32));
void AndroidGLESHostDisplay::SetDisplayLinearFiltering(bool enabled)
{
m_display_linear_filtering = enabled;
}
const GLuint texture = static_cast<GLuint>(reinterpret_cast<uintptr_t>(texture_handle));
GL::Texture::GetTextureSubImage(texture, 0, x, y, 0, width, height, 1, GL_RGBA, GL_UNSIGNED_BYTE,
height * out_data_stride, out_data);
void AndroidGLESHostDisplay::SetDisplayTopMargin(int height)
{
m_display_top_margin = height;
glPixelStorei(GL_PACK_ALIGNMENT, old_alignment);
glPixelStorei(GL_PACK_ROW_LENGTH, old_row_length);
return true;
}
void AndroidGLESHostDisplay::SetVSync(bool enabled)
@ -151,13 +146,9 @@ void AndroidGLESHostDisplay::SetVSync(bool enabled)
eglSwapInterval(m_egl_display, enabled ? 1 : 0);
}
std::tuple<u32, u32> AndroidGLESHostDisplay::GetWindowSize() const
{
return std::make_tuple(static_cast<u32>(m_window_width), static_cast<u32>(m_window_height));
}
void AndroidGLESHostDisplay::WindowResized()
void AndroidGLESHostDisplay::WindowResized(s32 new_window_width, s32 new_window_height)
{
HostDisplay::WindowResized(new_window_width, new_window_height);
m_window_width = ANativeWindow_getWidth(m_window);
m_window_height = ANativeWindow_getHeight(m_window);
ImGui::GetIO().DisplaySize.x = static_cast<float>(m_window_width);
@ -212,10 +203,10 @@ bool AndroidGLESHostDisplay::CreateGLContext()
eglBindAPI(EGL_OPENGL_ES_API);
// Try GLES 3, then fall back to GLES 2.
for (int major_version : {3, 2}) {
for (int major_version : {3, 2})
{
std::array<int, 3> egl_context_attribs = {{EGL_CONTEXT_CLIENT_VERSION, major_version, EGL_NONE}};
m_egl_context = eglCreateContext(m_egl_display, m_egl_config, EGL_NO_CONTEXT,
egl_context_attribs.data());
m_egl_context = eglCreateContext(m_egl_display, m_egl_config, EGL_NO_CONTEXT, egl_context_attribs.data());
if (m_egl_context)
break;
}
@ -262,7 +253,7 @@ bool AndroidGLESHostDisplay::CreateSurface()
return false;
}
WindowResized();
WindowResized(m_window_width, m_window_height);
return true;
}
@ -351,10 +342,12 @@ void AndroidGLESHostDisplay::Render()
RenderDisplay();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
eglSwapBuffers(m_egl_display, m_egl_surface);
ImGui::NewFrame();
ImGui_ImplOpenGL3_NewFrame();
GL::Program::ResetLastProgram();
@ -362,14 +355,13 @@ void AndroidGLESHostDisplay::Render()
void AndroidGLESHostDisplay::RenderDisplay()
{
if (!m_display_texture_id)
if (!m_display_texture_handle)
return;
// - 20 for main menu padding
const auto [vp_left, vp_top, vp_width, vp_height] =
CalculateDrawRect(m_window_width, std::max(m_window_height - m_display_top_margin, 1), m_display_aspect_ratio);
const auto [vp_left, vp_top, vp_width, vp_height] = CalculateDrawRect();
glViewport(vp_left, m_window_height - vp_top - vp_height, vp_width, vp_height);
glViewport(vp_left, m_window_height - (m_display_top_margin + vp_top) - vp_height, vp_width, vp_height);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
@ -377,11 +369,14 @@ void AndroidGLESHostDisplay::RenderDisplay()
glDepthMask(GL_FALSE);
m_display_program.Bind();
const float tex_left = static_cast<float>(m_display_offset_x) / static_cast<float>(m_display_texture_width);
const float tex_right = tex_left + static_cast<float>(m_display_width) / static_cast<float>(m_display_texture_width);
const float tex_top = static_cast<float>(m_display_offset_y) / static_cast<float>(m_display_texture_height);
const float tex_left =
(static_cast<float>(m_display_texture_view_x) + 0.25f) / static_cast<float>(m_display_texture_width);
const float tex_top =
(static_cast<float>(m_display_texture_view_y) - 0.25f) / static_cast<float>(m_display_texture_height);
const float tex_right =
(tex_left + static_cast<float>(m_display_texture_view_width) - 0.5f) / static_cast<float>(m_display_texture_width);
const float tex_bottom =
tex_top + static_cast<float>(m_display_height) / static_cast<float>(m_display_texture_height);
(tex_top + static_cast<float>(m_display_texture_view_height) + 0.5f) / static_cast<float>(m_display_texture_height);
const std::array<std::array<float, 4>, 4> vertices = {{
{{-1.0f, -1.0f, tex_left, tex_bottom}}, // bottom-left
{{1.0f, -1.0f, tex_right, tex_bottom}}, // bottom-right
@ -395,7 +390,7 @@ void AndroidGLESHostDisplay::RenderDisplay()
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertices[0]), &vertices[0][2]);
glEnableVertexAttribArray(1);
glBindTexture(GL_TEXTURE_2D, m_display_texture_id);
glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(reinterpret_cast<uintptr_t>(m_display_texture_handle)));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);