OpenTTD Source  20241108-master-g80f628063a
opengl.cpp
1 /*
2  * This file is part of OpenTTD.
3  * OpenTTD 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, version 2.
4  * OpenTTD 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.
5  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6  */
7 
10 #include "../stdafx.h"
11 
12 /* Define to disable buffer syncing. Will increase max fast forward FPS but produces artifacts. Mainly useful for performance testing. */
13 // #define NO_GL_BUFFER_SYNC
14 /* Define to allow software rendering backends. */
15 // #define GL_ALLOW_SOFTWARE_RENDERER
16 
17 #if defined(_WIN32)
18 # include <windows.h>
19 #endif
20 
21 #define GL_GLEXT_PROTOTYPES
22 #if defined(__APPLE__)
23 # define GL_SILENCE_DEPRECATION
24 # include <OpenGL/gl3.h>
25 #else
26 # include <GL/gl.h>
27 #endif
28 #include "../3rdparty/opengl/glext.h"
29 
30 #include "opengl.h"
31 #include "../core/geometry_func.hpp"
32 #include "../core/mem_func.hpp"
33 #include "../core/math_func.hpp"
34 #include "../core/mem_func.hpp"
35 #include "../gfx_func.h"
36 #include "../debug.h"
37 #include "../blitter/factory.hpp"
38 #include "../zoom_func.h"
39 
40 #include "../table/opengl_shader.h"
41 #include "../table/sprites.h"
42 
43 
44 #include "../safeguards.h"
45 
46 
47 /* Define function pointers of all OpenGL functions that we load dynamically. */
48 
49 #define GL(function) static decltype(&function) _ ## function
50 
51 GL(glGetString);
52 GL(glGetIntegerv);
53 GL(glGetError);
54 GL(glDebugMessageControl);
55 GL(glDebugMessageCallback);
56 
57 GL(glDisable);
58 GL(glEnable);
59 GL(glViewport);
60 GL(glClear);
61 GL(glClearColor);
62 GL(glBlendFunc);
63 GL(glDrawArrays);
64 
65 GL(glTexImage1D);
66 GL(glTexImage2D);
67 GL(glTexParameteri);
68 GL(glTexSubImage1D);
69 GL(glTexSubImage2D);
70 GL(glBindTexture);
71 GL(glDeleteTextures);
72 GL(glGenTextures);
73 GL(glPixelStorei);
74 
75 GL(glActiveTexture);
76 
77 GL(glGenBuffers);
78 GL(glDeleteBuffers);
79 GL(glBindBuffer);
80 GL(glBufferData);
81 GL(glBufferSubData);
82 GL(glMapBuffer);
83 GL(glUnmapBuffer);
84 GL(glClearBufferSubData);
85 
86 GL(glBufferStorage);
87 GL(glMapBufferRange);
88 GL(glClientWaitSync);
89 GL(glFenceSync);
90 GL(glDeleteSync);
91 
92 GL(glGenVertexArrays);
93 GL(glDeleteVertexArrays);
94 GL(glBindVertexArray);
95 
96 GL(glCreateProgram);
97 GL(glDeleteProgram);
98 GL(glLinkProgram);
99 GL(glUseProgram);
100 GL(glGetProgramiv);
101 GL(glGetProgramInfoLog);
102 GL(glCreateShader);
103 GL(glDeleteShader);
104 GL(glShaderSource);
105 GL(glCompileShader);
106 GL(glAttachShader);
107 GL(glGetShaderiv);
108 GL(glGetShaderInfoLog);
109 GL(glGetUniformLocation);
110 GL(glUniform1i);
111 GL(glUniform1f);
112 GL(glUniform2f);
113 GL(glUniform4f);
114 
115 GL(glGetAttribLocation);
116 GL(glEnableVertexAttribArray);
117 GL(glDisableVertexAttribArray);
118 GL(glVertexAttribPointer);
119 GL(glBindFragDataLocation);
120 
121 #undef GL
122 
123 
126  float x, y;
127  float u, v;
128 };
129 
131 static const int MAX_CACHED_CURSORS = 48;
132 
133 /* static */ OpenGLBackend *OpenGLBackend::instance = nullptr;
134 
135 GetOGLProcAddressProc GetOGLProcAddress;
136 
144 const char *FindStringInExtensionList(const char *string, const char *substring)
145 {
146  while (true) {
147  /* Is the extension string present at all? */
148  const char *pos = strstr(string, substring);
149  if (pos == nullptr) break;
150 
151  /* Is this a real match, i.e. are the chars before and after the matched string
152  * indeed spaces (or the start or end of the string, respectively)? */
153  const char *end = pos + strlen(substring);
154  if ((pos == string || pos[-1] == ' ') && (*end == ' ' || *end == '\0')) return pos;
155 
156  /* False hit, try again for the remaining string. */
157  string = end;
158  }
159 
160  return nullptr;
161 }
162 
168 static bool IsOpenGLExtensionSupported(const char *extension)
169 {
170  static PFNGLGETSTRINGIPROC glGetStringi = nullptr;
171  static bool glGetStringi_loaded = false;
172 
173  /* Starting with OpenGL 3.0 the preferred API to get the extensions
174  * has changed. Try to load the required function once. */
175  if (!glGetStringi_loaded) {
176  if (IsOpenGLVersionAtLeast(3, 0)) glGetStringi = (PFNGLGETSTRINGIPROC)GetOGLProcAddress("glGetStringi");
177  glGetStringi_loaded = true;
178  }
179 
180  if (glGetStringi != nullptr) {
181  /* New style: Each supported extension can be queried and compared independently. */
182  GLint num_exts;
183  _glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts);
184 
185  for (GLint i = 0; i < num_exts; i++) {
186  const char *entry = (const char *)glGetStringi(GL_EXTENSIONS, i);
187  if (strcmp(entry, extension) == 0) return true;
188  }
189  } else {
190  /* Old style: A single, space-delimited string for all extensions. */
191  return FindStringInExtensionList((const char *)_glGetString(GL_EXTENSIONS), extension) != nullptr;
192  }
193 
194  return false;
195 }
196 
197 static uint8_t _gl_major_ver = 0;
198 static uint8_t _gl_minor_ver = 0;
199 
207 bool IsOpenGLVersionAtLeast(uint8_t major, uint8_t minor)
208 {
209  return (_gl_major_ver > major) || (_gl_major_ver == major && _gl_minor_ver >= minor);
210 }
211 
219 template <typename F>
220 static bool BindGLProc(F &f, const char *name)
221 {
222  f = reinterpret_cast<F>(GetOGLProcAddress(name));
223  return f != nullptr;
224 }
225 
227 static bool BindBasicInfoProcs()
228 {
229  if (!BindGLProc(_glGetString, "glGetString")) return false;
230  if (!BindGLProc(_glGetIntegerv, "glGetIntegerv")) return false;
231  if (!BindGLProc(_glGetError, "glGetError")) return false;
232 
233  return true;
234 }
235 
237 static bool BindBasicOpenGLProcs()
238 {
239  if (!BindGLProc(_glDisable, "glDisable")) return false;
240  if (!BindGLProc(_glEnable, "glEnable")) return false;
241  if (!BindGLProc(_glViewport, "glViewport")) return false;
242  if (!BindGLProc(_glTexImage1D, "glTexImage1D")) return false;
243  if (!BindGLProc(_glTexImage2D, "glTexImage2D")) return false;
244  if (!BindGLProc(_glTexParameteri, "glTexParameteri")) return false;
245  if (!BindGLProc(_glTexSubImage1D, "glTexSubImage1D")) return false;
246  if (!BindGLProc(_glTexSubImage2D, "glTexSubImage2D")) return false;
247  if (!BindGLProc(_glBindTexture, "glBindTexture")) return false;
248  if (!BindGLProc(_glDeleteTextures, "glDeleteTextures")) return false;
249  if (!BindGLProc(_glGenTextures, "glGenTextures")) return false;
250  if (!BindGLProc(_glPixelStorei, "glPixelStorei")) return false;
251  if (!BindGLProc(_glClear, "glClear")) return false;
252  if (!BindGLProc(_glClearColor, "glClearColor")) return false;
253  if (!BindGLProc(_glBlendFunc, "glBlendFunc")) return false;
254  if (!BindGLProc(_glDrawArrays, "glDrawArrays")) return false;
255 
256  return true;
257 }
258 
260 static bool BindTextureExtensions()
261 {
262  if (IsOpenGLVersionAtLeast(1, 3)) {
263  if (!BindGLProc(_glActiveTexture, "glActiveTexture")) return false;
264  } else {
265  if (!BindGLProc(_glActiveTexture, "glActiveTextureARB")) return false;
266  }
267 
268  return true;
269 }
270 
272 static bool BindVBOExtension()
273 {
274  if (IsOpenGLVersionAtLeast(1, 5)) {
275  if (!BindGLProc(_glGenBuffers, "glGenBuffers")) return false;
276  if (!BindGLProc(_glDeleteBuffers, "glDeleteBuffers")) return false;
277  if (!BindGLProc(_glBindBuffer, "glBindBuffer")) return false;
278  if (!BindGLProc(_glBufferData, "glBufferData")) return false;
279  if (!BindGLProc(_glBufferSubData, "glBufferSubData")) return false;
280  if (!BindGLProc(_glMapBuffer, "glMapBuffer")) return false;
281  if (!BindGLProc(_glUnmapBuffer, "glUnmapBuffer")) return false;
282  } else {
283  if (!BindGLProc(_glGenBuffers, "glGenBuffersARB")) return false;
284  if (!BindGLProc(_glDeleteBuffers, "glDeleteBuffersARB")) return false;
285  if (!BindGLProc(_glBindBuffer, "glBindBufferARB")) return false;
286  if (!BindGLProc(_glBufferData, "glBufferDataARB")) return false;
287  if (!BindGLProc(_glBufferSubData, "glBufferSubDataARB")) return false;
288  if (!BindGLProc(_glMapBuffer, "glMapBufferARB")) return false;
289  if (!BindGLProc(_glUnmapBuffer, "glUnmapBufferARB")) return false;
290  }
291 
292  if (IsOpenGLVersionAtLeast(4, 3) || IsOpenGLExtensionSupported("GL_ARB_clear_buffer_object")) {
293  BindGLProc(_glClearBufferSubData, "glClearBufferSubData");
294  } else {
295  _glClearBufferSubData = nullptr;
296  }
297 
298  return true;
299 }
300 
302 static bool BindVBAExtension()
303 {
304  /* The APPLE and ARB variants have different semantics (that don't matter for us).
305  * Successfully getting pointers to one variant doesn't mean it is supported for
306  * the current context. Always check the extension strings as well. */
307  if (IsOpenGLVersionAtLeast(3, 0) || IsOpenGLExtensionSupported("GL_ARB_vertex_array_object")) {
308  if (!BindGLProc(_glGenVertexArrays, "glGenVertexArrays")) return false;
309  if (!BindGLProc(_glDeleteVertexArrays, "glDeleteVertexArrays")) return false;
310  if (!BindGLProc(_glBindVertexArray, "glBindVertexArray")) return false;
311  } else if (IsOpenGLExtensionSupported("GL_APPLE_vertex_array_object")) {
312  if (!BindGLProc(_glGenVertexArrays, "glGenVertexArraysAPPLE")) return false;
313  if (!BindGLProc(_glDeleteVertexArrays, "glDeleteVertexArraysAPPLE")) return false;
314  if (!BindGLProc(_glBindVertexArray, "glBindVertexArrayAPPLE")) return false;
315  }
316 
317  return true;
318 }
319 
321 static bool BindShaderExtensions()
322 {
323  if (IsOpenGLVersionAtLeast(2, 0)) {
324  if (!BindGLProc(_glCreateProgram, "glCreateProgram")) return false;
325  if (!BindGLProc(_glDeleteProgram, "glDeleteProgram")) return false;
326  if (!BindGLProc(_glLinkProgram, "glLinkProgram")) return false;
327  if (!BindGLProc(_glUseProgram, "glUseProgram")) return false;
328  if (!BindGLProc(_glGetProgramiv, "glGetProgramiv")) return false;
329  if (!BindGLProc(_glGetProgramInfoLog, "glGetProgramInfoLog")) return false;
330  if (!BindGLProc(_glCreateShader, "glCreateShader")) return false;
331  if (!BindGLProc(_glDeleteShader, "glDeleteShader")) return false;
332  if (!BindGLProc(_glShaderSource, "glShaderSource")) return false;
333  if (!BindGLProc(_glCompileShader, "glCompileShader")) return false;
334  if (!BindGLProc(_glAttachShader, "glAttachShader")) return false;
335  if (!BindGLProc(_glGetShaderiv, "glGetShaderiv")) return false;
336  if (!BindGLProc(_glGetShaderInfoLog, "glGetShaderInfoLog")) return false;
337  if (!BindGLProc(_glGetUniformLocation, "glGetUniformLocation")) return false;
338  if (!BindGLProc(_glUniform1i, "glUniform1i")) return false;
339  if (!BindGLProc(_glUniform1f, "glUniform1f")) return false;
340  if (!BindGLProc(_glUniform2f, "glUniform2f")) return false;
341  if (!BindGLProc(_glUniform4f, "glUniform4f")) return false;
342 
343  if (!BindGLProc(_glGetAttribLocation, "glGetAttribLocation")) return false;
344  if (!BindGLProc(_glEnableVertexAttribArray, "glEnableVertexAttribArray")) return false;
345  if (!BindGLProc(_glDisableVertexAttribArray, "glDisableVertexAttribArray")) return false;
346  if (!BindGLProc(_glVertexAttribPointer, "glVertexAttribPointer")) return false;
347  } else {
348  /* In the ARB extension programs and shaders are in the same object space. */
349  if (!BindGLProc(_glCreateProgram, "glCreateProgramObjectARB")) return false;
350  if (!BindGLProc(_glDeleteProgram, "glDeleteObjectARB")) return false;
351  if (!BindGLProc(_glLinkProgram, "glLinkProgramARB")) return false;
352  if (!BindGLProc(_glUseProgram, "glUseProgramObjectARB")) return false;
353  if (!BindGLProc(_glGetProgramiv, "glGetObjectParameterivARB")) return false;
354  if (!BindGLProc(_glGetProgramInfoLog, "glGetInfoLogARB")) return false;
355  if (!BindGLProc(_glCreateShader, "glCreateShaderObjectARB")) return false;
356  if (!BindGLProc(_glDeleteShader, "glDeleteObjectARB")) return false;
357  if (!BindGLProc(_glShaderSource, "glShaderSourceARB")) return false;
358  if (!BindGLProc(_glCompileShader, "glCompileShaderARB")) return false;
359  if (!BindGLProc(_glAttachShader, "glAttachObjectARB")) return false;
360  if (!BindGLProc(_glGetShaderiv, "glGetObjectParameterivARB")) return false;
361  if (!BindGLProc(_glGetShaderInfoLog, "glGetInfoLogARB")) return false;
362  if (!BindGLProc(_glGetUniformLocation, "glGetUniformLocationARB")) return false;
363  if (!BindGLProc(_glUniform1i, "glUniform1iARB")) return false;
364  if (!BindGLProc(_glUniform1f, "glUniform1fARB")) return false;
365  if (!BindGLProc(_glUniform2f, "glUniform2fARB")) return false;
366  if (!BindGLProc(_glUniform4f, "glUniform4fARB")) return false;
367 
368  if (!BindGLProc(_glGetAttribLocation, "glGetAttribLocationARB")) return false;
369  if (!BindGLProc(_glEnableVertexAttribArray, "glEnableVertexAttribArrayARB")) return false;
370  if (!BindGLProc(_glDisableVertexAttribArray, "glDisableVertexAttribArrayARB")) return false;
371  if (!BindGLProc(_glVertexAttribPointer, "glVertexAttribPointerARB")) return false;
372  }
373 
374  /* Bind functions only needed when using GLSL 1.50 shaders. */
375  if (IsOpenGLVersionAtLeast(3, 0)) {
376  BindGLProc(_glBindFragDataLocation, "glBindFragDataLocation");
377  } else if (IsOpenGLExtensionSupported("GL_EXT_gpu_shader4")) {
378  BindGLProc(_glBindFragDataLocation, "glBindFragDataLocationEXT");
379  } else {
380  _glBindFragDataLocation = nullptr;
381  }
382 
383  return true;
384 }
385 
387 static bool BindPersistentBufferExtensions()
388 {
389  /* Optional functions for persistent buffer mapping. */
390  if (IsOpenGLVersionAtLeast(3, 0)) {
391  if (!BindGLProc(_glMapBufferRange, "glMapBufferRange")) return false;
392  }
393  if (IsOpenGLVersionAtLeast(4, 4) || IsOpenGLExtensionSupported("GL_ARB_buffer_storage")) {
394  if (!BindGLProc(_glBufferStorage, "glBufferStorage")) return false;
395  }
396 #ifndef NO_GL_BUFFER_SYNC
397  if (IsOpenGLVersionAtLeast(3, 2) || IsOpenGLExtensionSupported("GL_ARB_sync")) {
398  if (!BindGLProc(_glClientWaitSync, "glClientWaitSync")) return false;
399  if (!BindGLProc(_glFenceSync, "glFenceSync")) return false;
400  if (!BindGLProc(_glDeleteSync, "glDeleteSync")) return false;
401  }
402 #endif
403 
404  return true;
405 }
406 
408 void APIENTRY DebugOutputCallback([[maybe_unused]] GLenum source, GLenum type, [[maybe_unused]] GLuint id, GLenum severity, [[maybe_unused]] GLsizei length, const GLchar *message, [[maybe_unused]] const void *userParam)
409 {
410  /* Make severity human readable. */
411  const char *severity_str = "";
412  switch (severity) {
413  case GL_DEBUG_SEVERITY_HIGH: severity_str = "high"; break;
414  case GL_DEBUG_SEVERITY_MEDIUM: severity_str = "medium"; break;
415  case GL_DEBUG_SEVERITY_LOW: severity_str = "low"; break;
416  }
417 
418  /* Make type human readable.*/
419  const char *type_str = "Other";
420  switch (type) {
421  case GL_DEBUG_TYPE_ERROR: type_str = "Error"; break;
422  case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: type_str = "Deprecated"; break;
423  case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: type_str = "Undefined behaviour"; break;
424  case GL_DEBUG_TYPE_PERFORMANCE: type_str = "Performance"; break;
425  case GL_DEBUG_TYPE_PORTABILITY: type_str = "Portability"; break;
426  }
427 
428  Debug(driver, 6, "OpenGL: {} ({}) - {}", type_str, severity_str, message);
429 }
430 
432 void SetupDebugOutput()
433 {
434 #ifndef NO_DEBUG_MESSAGES
435  if (_debug_driver_level < 6) return;
436 
437  if (IsOpenGLVersionAtLeast(4, 3)) {
438  BindGLProc(_glDebugMessageControl, "glDebugMessageControl");
439  BindGLProc(_glDebugMessageCallback, "glDebugMessageCallback");
440  } else if (IsOpenGLExtensionSupported("GL_ARB_debug_output")) {
441  BindGLProc(_glDebugMessageControl, "glDebugMessageControlARB");
442  BindGLProc(_glDebugMessageCallback, "glDebugMessageCallbackARB");
443  }
444 
445  if (_glDebugMessageControl != nullptr && _glDebugMessageCallback != nullptr) {
446  /* Enable debug output. As synchronous debug output costs performance, we only enable it with a high debug level. */
447  _glEnable(GL_DEBUG_OUTPUT);
448  if (_debug_driver_level >= 8) _glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
449 
450  _glDebugMessageCallback(&DebugOutputCallback, nullptr);
451  /* Enable all messages on highest debug level.*/
452  _glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, _debug_driver_level >= 9 ? GL_TRUE : GL_FALSE);
453  /* Get debug messages for errors and undefined/deprecated behaviour. */
454  _glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
455  _glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
456  _glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
457  }
458 #endif
459 }
460 
467 /* static */ std::optional<std::string_view> OpenGLBackend::Create(GetOGLProcAddressProc get_proc, const Dimension &screen_res)
468 {
470 
471  GetOGLProcAddress = get_proc;
472 
474  return OpenGLBackend::instance->Init(screen_res);
475 }
476 
480 /* static */ void OpenGLBackend::Destroy()
481 {
483  OpenGLBackend::instance = nullptr;
484 }
485 
489 OpenGLBackend::OpenGLBackend() : cursor_cache(MAX_CACHED_CURSORS)
490 {
491 }
492 
497 {
498  if (_glDeleteProgram != nullptr) {
499  _glDeleteProgram(this->remap_program);
500  _glDeleteProgram(this->vid_program);
501  _glDeleteProgram(this->pal_program);
502  _glDeleteProgram(this->sprite_program);
503  }
504  if (_glDeleteVertexArrays != nullptr) _glDeleteVertexArrays(1, &this->vao_quad);
505  if (_glDeleteBuffers != nullptr) {
506  _glDeleteBuffers(1, &this->vbo_quad);
507  _glDeleteBuffers(1, &this->vid_pbo);
508  _glDeleteBuffers(1, &this->anim_pbo);
509  }
510  if (_glDeleteTextures != nullptr) {
511  this->InternalClearCursorCache();
513 
514  _glDeleteTextures(1, &this->vid_texture);
515  _glDeleteTextures(1, &this->anim_texture);
516  _glDeleteTextures(1, &this->pal_texture);
517  }
518 }
519 
525 std::optional<std::string_view> OpenGLBackend::Init(const Dimension &screen_res)
526 {
527  if (!BindBasicInfoProcs()) return "OpenGL not supported";
528 
529  /* Always query the supported OpenGL version as the current context might have changed. */
530  const char *ver = (const char *)_glGetString(GL_VERSION);
531  const char *vend = (const char *)_glGetString(GL_VENDOR);
532  const char *renderer = (const char *)_glGetString(GL_RENDERER);
533 
534  if (ver == nullptr || vend == nullptr || renderer == nullptr) return "OpenGL not supported";
535 
536  Debug(driver, 1, "OpenGL driver: {} - {} ({})", vend, renderer, ver);
537 
538 #ifndef GL_ALLOW_SOFTWARE_RENDERER
539  /* Don't use MESA software rendering backends as they are slower than
540  * just using a non-OpenGL video driver. */
541  if (strncmp(renderer, "llvmpipe", 8) == 0 || strncmp(renderer, "softpipe", 8) == 0) return "Software renderer detected, not using OpenGL";
542 #endif
543 
544  const char *minor = strchr(ver, '.');
545  _gl_major_ver = atoi(ver);
546  _gl_minor_ver = minor != nullptr ? atoi(minor + 1) : 0;
547 
548 #ifdef _WIN32
549  /* Old drivers on Windows (especially if made by Intel) seem to be
550  * unstable, so cull the oldest stuff here. */
551  if (!IsOpenGLVersionAtLeast(3, 2)) return "Need at least OpenGL version 3.2 on Windows";
552 #endif
553 
554  if (!BindBasicOpenGLProcs()) return "Failed to bind basic OpenGL functions.";
555 
556  SetupDebugOutput();
557 
558  /* OpenGL 1.3 is the absolute minimum. */
559  if (!IsOpenGLVersionAtLeast(1, 3)) return "OpenGL version >= 1.3 required";
560  /* Check for non-power-of-two texture support. */
561  if (!IsOpenGLVersionAtLeast(2, 0) && !IsOpenGLExtensionSupported("GL_ARB_texture_non_power_of_two")) return "Non-power-of-two textures not supported";
562  /* Check for single element texture formats. */
563  if (!IsOpenGLVersionAtLeast(3, 0) && !IsOpenGLExtensionSupported("GL_ARB_texture_rg")) return "Single element texture formats not supported";
564  if (!BindTextureExtensions()) return "Failed to bind texture extension functions";
565  /* Check for vertex buffer objects. */
566  if (!IsOpenGLVersionAtLeast(1, 5) && !IsOpenGLExtensionSupported("ARB_vertex_buffer_object")) return "Vertex buffer objects not supported";
567  if (!BindVBOExtension()) return "Failed to bind VBO extension functions";
568  /* Check for pixel buffer objects. */
569  if (!IsOpenGLVersionAtLeast(2, 1) && !IsOpenGLExtensionSupported("GL_ARB_pixel_buffer_object")) return "Pixel buffer objects not supported";
570  /* Check for vertex array objects. */
571  if (!IsOpenGLVersionAtLeast(3, 0) && (!IsOpenGLExtensionSupported("GL_ARB_vertex_array_object") || !IsOpenGLExtensionSupported("GL_APPLE_vertex_array_object"))) return "Vertex array objects not supported";
572  if (!BindVBAExtension()) return "Failed to bind VBA extension functions";
573  /* Check for shader objects. */
574  if (!IsOpenGLVersionAtLeast(2, 0) && (!IsOpenGLExtensionSupported("GL_ARB_shader_objects") || !IsOpenGLExtensionSupported("GL_ARB_fragment_shader") || !IsOpenGLExtensionSupported("GL_ARB_vertex_shader"))) return "No shader support";
575  if (!BindShaderExtensions()) return "Failed to bind shader extension functions";
576  if (IsOpenGLVersionAtLeast(3, 2) && _glBindFragDataLocation == nullptr) return "OpenGL claims to support version 3.2 but doesn't have glBindFragDataLocation";
577 
578  this->persistent_mapping_supported = IsOpenGLVersionAtLeast(3, 0) && (IsOpenGLVersionAtLeast(4, 4) || IsOpenGLExtensionSupported("GL_ARB_buffer_storage"));
579 #ifndef NO_GL_BUFFER_SYNC
580  this->persistent_mapping_supported = this->persistent_mapping_supported && (IsOpenGLVersionAtLeast(3, 2) || IsOpenGLExtensionSupported("GL_ARB_sync"));
581 #endif
582 
583  if (this->persistent_mapping_supported && !BindPersistentBufferExtensions()) {
584  Debug(driver, 1, "OpenGL claims to support persistent buffer mapping but doesn't export all functions, not using persistent mapping.");
585  this->persistent_mapping_supported = false;
586  }
587  if (this->persistent_mapping_supported) Debug(driver, 3, "OpenGL: Using persistent buffer mapping");
588 
589  /* Check maximum texture size against screen resolution. */
590  GLint max_tex_size = 0;
591  _glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_tex_size);
592  if (std::max(screen_res.width, screen_res.height) > (uint)max_tex_size) return "Max supported texture size is too small";
593 
594  /* Check available texture units. */
595  GLint max_tex_units = 0;
596  _glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_tex_units);
597  if (max_tex_units < 4) return "Not enough simultaneous textures supported";
598 
599  Debug(driver, 2, "OpenGL shading language version: {}, texture units = {}", (const char *)_glGetString(GL_SHADING_LANGUAGE_VERSION), (int)max_tex_units);
600 
601  if (!this->InitShaders()) return "Failed to initialize shaders";
602 
603  /* Setup video buffer texture. */
604  _glGenTextures(1, &this->vid_texture);
605  _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
606  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
607  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
608  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
609  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
610  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
611  _glBindTexture(GL_TEXTURE_2D, 0);
612  if (_glGetError() != GL_NO_ERROR) return "Can't generate video buffer texture";
613 
614  /* Setup video buffer texture. */
615  _glGenTextures(1, &this->anim_texture);
616  _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
617  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
618  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
619  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
620  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
621  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
622  _glBindTexture(GL_TEXTURE_2D, 0);
623  if (_glGetError() != GL_NO_ERROR) return "Can't generate animation buffer texture";
624 
625  /* Setup palette texture. */
626  _glGenTextures(1, &this->pal_texture);
627  _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
628  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
629  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
630  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0);
631  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
632  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
633  _glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, 256, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
634  _glBindTexture(GL_TEXTURE_1D, 0);
635  if (_glGetError() != GL_NO_ERROR) return "Can't generate palette lookup texture";
636 
637  /* Bind uniforms in rendering shader program. */
638  GLint tex_location = _glGetUniformLocation(this->vid_program, "colour_tex");
639  GLint palette_location = _glGetUniformLocation(this->vid_program, "palette");
640  GLint sprite_location = _glGetUniformLocation(this->vid_program, "sprite");
641  GLint screen_location = _glGetUniformLocation(this->vid_program, "screen");
642  _glUseProgram(this->vid_program);
643  _glUniform1i(tex_location, 0); // Texture unit 0.
644  _glUniform1i(palette_location, 1); // Texture unit 1.
645  /* Values that result in no transform. */
646  _glUniform4f(sprite_location, 0.0f, 0.0f, 1.0f, 1.0f);
647  _glUniform2f(screen_location, 1.0f, 1.0f);
648 
649  /* Bind uniforms in palette rendering shader program. */
650  tex_location = _glGetUniformLocation(this->pal_program, "colour_tex");
651  palette_location = _glGetUniformLocation(this->pal_program, "palette");
652  sprite_location = _glGetUniformLocation(this->pal_program, "sprite");
653  screen_location = _glGetUniformLocation(this->pal_program, "screen");
654  _glUseProgram(this->pal_program);
655  _glUniform1i(tex_location, 0); // Texture unit 0.
656  _glUniform1i(palette_location, 1); // Texture unit 1.
657  _glUniform4f(sprite_location, 0.0f, 0.0f, 1.0f, 1.0f);
658  _glUniform2f(screen_location, 1.0f, 1.0f);
659 
660  /* Bind uniforms in remap shader program. */
661  tex_location = _glGetUniformLocation(this->remap_program, "colour_tex");
662  palette_location = _glGetUniformLocation(this->remap_program, "palette");
663  GLint remap_location = _glGetUniformLocation(this->remap_program, "remap_tex");
664  this->remap_sprite_loc = _glGetUniformLocation(this->remap_program, "sprite");
665  this->remap_screen_loc = _glGetUniformLocation(this->remap_program, "screen");
666  this->remap_zoom_loc = _glGetUniformLocation(this->remap_program, "zoom");
667  this->remap_rgb_loc = _glGetUniformLocation(this->remap_program, "rgb");
668  _glUseProgram(this->remap_program);
669  _glUniform1i(tex_location, 0); // Texture unit 0.
670  _glUniform1i(palette_location, 1); // Texture unit 1.
671  _glUniform1i(remap_location, 2); // Texture unit 2.
672 
673  /* Bind uniforms in sprite shader program. */
674  tex_location = _glGetUniformLocation(this->sprite_program, "colour_tex");
675  palette_location = _glGetUniformLocation(this->sprite_program, "palette");
676  remap_location = _glGetUniformLocation(this->sprite_program, "remap_tex");
677  GLint pal_location = _glGetUniformLocation(this->sprite_program, "pal");
678  this->sprite_sprite_loc = _glGetUniformLocation(this->sprite_program, "sprite");
679  this->sprite_screen_loc = _glGetUniformLocation(this->sprite_program, "screen");
680  this->sprite_zoom_loc = _glGetUniformLocation(this->sprite_program, "zoom");
681  this->sprite_rgb_loc = _glGetUniformLocation(this->sprite_program, "rgb");
682  this->sprite_crash_loc = _glGetUniformLocation(this->sprite_program, "crash");
683  _glUseProgram(this->sprite_program);
684  _glUniform1i(tex_location, 0); // Texture unit 0.
685  _glUniform1i(palette_location, 1); // Texture unit 1.
686  _glUniform1i(remap_location, 2); // Texture unit 2.
687  _glUniform1i(pal_location, 3); // Texture unit 3.
688  (void)_glGetError(); // Clear errors.
689 
690  /* Create pixel buffer object as video buffer storage. */
691  _glGenBuffers(1, &this->vid_pbo);
692  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
693  _glGenBuffers(1, &this->anim_pbo);
694  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
695  if (_glGetError() != GL_NO_ERROR) return "Can't allocate pixel buffer for video buffer";
696 
697  /* Prime vertex buffer with a full-screen quad and store
698  * the corresponding state in a vertex array object. */
699  static const Simple2DVertex vert_array[] = {
700  // x y u v
701  { 1.f, -1.f, 1.f, 1.f },
702  { 1.f, 1.f, 1.f, 0.f },
703  { -1.f, -1.f, 0.f, 1.f },
704  { -1.f, 1.f, 0.f, 0.f },
705  };
706 
707  /* Create VAO. */
708  _glGenVertexArrays(1, &this->vao_quad);
709  _glBindVertexArray(this->vao_quad);
710 
711  /* Create and fill VBO. */
712  _glGenBuffers(1, &this->vbo_quad);
713  _glBindBuffer(GL_ARRAY_BUFFER, this->vbo_quad);
714  _glBufferData(GL_ARRAY_BUFFER, sizeof(vert_array), vert_array, GL_STATIC_DRAW);
715  if (_glGetError() != GL_NO_ERROR) return "Can't generate VBO for fullscreen quad";
716 
717  /* Set vertex state. */
718  GLint loc_position = _glGetAttribLocation(this->vid_program, "position");
719  GLint colour_position = _glGetAttribLocation(this->vid_program, "colour_uv");
720  _glEnableVertexAttribArray(loc_position);
721  _glEnableVertexAttribArray(colour_position);
722  _glVertexAttribPointer(loc_position, 2, GL_FLOAT, GL_FALSE, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, x));
723  _glVertexAttribPointer(colour_position, 2, GL_FLOAT, GL_FALSE, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, u));
724  _glBindVertexArray(0);
725 
726  /* Create resources for sprite rendering. */
727  if (!OpenGLSprite::Create()) return "Failed to create sprite rendering resources";
728 
729  this->PrepareContext();
730  (void)_glGetError(); // Clear errors.
731 
732  return std::nullopt;
733 }
734 
735 void OpenGLBackend::PrepareContext()
736 {
737  _glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
738  _glDisable(GL_DEPTH_TEST);
739  /* Enable alpha blending using the src alpha factor. */
740  _glEnable(GL_BLEND);
741  _glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
742 }
743 
744 std::string OpenGLBackend::GetDriverName()
745 {
746  std::string res{};
747  /* Skipping GL_VENDOR as it tends to be "obvious" from the renderer and version data, and just makes the string pointlessly longer */
748  res += reinterpret_cast<const char *>(_glGetString(GL_RENDERER));
749  res += ", ";
750  res += reinterpret_cast<const char *>(_glGetString(GL_VERSION));
751  return res;
752 }
753 
759 static bool VerifyShader(GLuint shader)
760 {
761  static ReusableBuffer<char> log_buf;
762 
763  GLint result = GL_FALSE;
764  _glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
765 
766  /* Output log if there is one. */
767  GLint log_len = 0;
768  _glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len);
769  if (log_len > 0) {
770  _glGetShaderInfoLog(shader, log_len, nullptr, log_buf.Allocate(log_len));
771  Debug(driver, result != GL_TRUE ? 0 : 2, "{}", log_buf.GetBuffer()); // Always print on failure.
772  }
773 
774  return result == GL_TRUE;
775 }
776 
782 static bool VerifyProgram(GLuint program)
783 {
784  static ReusableBuffer<char> log_buf;
785 
786  GLint result = GL_FALSE;
787  _glGetProgramiv(program, GL_LINK_STATUS, &result);
788 
789  /* Output log if there is one. */
790  GLint log_len = 0;
791  _glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len);
792  if (log_len > 0) {
793  _glGetProgramInfoLog(program, log_len, nullptr, log_buf.Allocate(log_len));
794  Debug(driver, result != GL_TRUE ? 0 : 2, "{}", log_buf.GetBuffer()); // Always print on failure.
795  }
796 
797  return result == GL_TRUE;
798 }
799 
805 {
806  const char *ver = (const char *)_glGetString(GL_SHADING_LANGUAGE_VERSION);
807  if (ver == nullptr) return false;
808 
809  int glsl_major = ver[0] - '0';
810  int glsl_minor = ver[2] - '0';
811 
812  bool glsl_150 = (IsOpenGLVersionAtLeast(3, 2) || glsl_major > 1 || (glsl_major == 1 && glsl_minor >= 5)) && _glBindFragDataLocation != nullptr;
813 
814  /* Create vertex shader. */
815  GLuint vert_shader = _glCreateShader(GL_VERTEX_SHADER);
816  _glShaderSource(vert_shader, glsl_150 ? lengthof(_vertex_shader_sprite_150) : lengthof(_vertex_shader_sprite), glsl_150 ? _vertex_shader_sprite_150 : _vertex_shader_sprite, nullptr);
817  _glCompileShader(vert_shader);
818  if (!VerifyShader(vert_shader)) return false;
819 
820  /* Create fragment shader for plain RGBA. */
821  GLuint frag_shader_rgb = _glCreateShader(GL_FRAGMENT_SHADER);
822  _glShaderSource(frag_shader_rgb, glsl_150 ? lengthof(_frag_shader_direct_150) : lengthof(_frag_shader_direct), glsl_150 ? _frag_shader_direct_150 : _frag_shader_direct, nullptr);
823  _glCompileShader(frag_shader_rgb);
824  if (!VerifyShader(frag_shader_rgb)) return false;
825 
826  /* Create fragment shader for paletted only. */
827  GLuint frag_shader_pal = _glCreateShader(GL_FRAGMENT_SHADER);
828  _glShaderSource(frag_shader_pal, glsl_150 ? lengthof(_frag_shader_palette_150) : lengthof(_frag_shader_palette), glsl_150 ? _frag_shader_palette_150 : _frag_shader_palette, nullptr);
829  _glCompileShader(frag_shader_pal);
830  if (!VerifyShader(frag_shader_pal)) return false;
831 
832  /* Sprite remap fragment shader. */
833  GLuint remap_shader = _glCreateShader(GL_FRAGMENT_SHADER);
835  _glCompileShader(remap_shader);
836  if (!VerifyShader(remap_shader)) return false;
837 
838  /* Sprite fragment shader. */
839  GLuint sprite_shader = _glCreateShader(GL_FRAGMENT_SHADER);
840  _glShaderSource(sprite_shader, glsl_150 ? lengthof(_frag_shader_sprite_blend_150) : lengthof(_frag_shader_sprite_blend), glsl_150 ? _frag_shader_sprite_blend_150 : _frag_shader_sprite_blend, nullptr);
841  _glCompileShader(sprite_shader);
842  if (!VerifyShader(sprite_shader)) return false;
843 
844  /* Link shaders to program. */
845  this->vid_program = _glCreateProgram();
846  _glAttachShader(this->vid_program, vert_shader);
847  _glAttachShader(this->vid_program, frag_shader_rgb);
848 
849  this->pal_program = _glCreateProgram();
850  _glAttachShader(this->pal_program, vert_shader);
851  _glAttachShader(this->pal_program, frag_shader_pal);
852 
853  this->remap_program = _glCreateProgram();
854  _glAttachShader(this->remap_program, vert_shader);
855  _glAttachShader(this->remap_program, remap_shader);
856 
857  this->sprite_program = _glCreateProgram();
858  _glAttachShader(this->sprite_program, vert_shader);
859  _glAttachShader(this->sprite_program, sprite_shader);
860 
861  if (glsl_150) {
862  /* Bind fragment shader outputs. */
863  _glBindFragDataLocation(this->vid_program, 0, "colour");
864  _glBindFragDataLocation(this->pal_program, 0, "colour");
865  _glBindFragDataLocation(this->remap_program, 0, "colour");
866  _glBindFragDataLocation(this->sprite_program, 0, "colour");
867  }
868 
869  _glLinkProgram(this->vid_program);
870  if (!VerifyProgram(this->vid_program)) return false;
871 
872  _glLinkProgram(this->pal_program);
873  if (!VerifyProgram(this->pal_program)) return false;
874 
875  _glLinkProgram(this->remap_program);
876  if (!VerifyProgram(this->remap_program)) return false;
877 
878  _glLinkProgram(this->sprite_program);
879  if (!VerifyProgram(this->sprite_program)) return false;
880 
881  _glDeleteShader(vert_shader);
882  _glDeleteShader(frag_shader_rgb);
883  _glDeleteShader(frag_shader_pal);
884  _glDeleteShader(remap_shader);
885  _glDeleteShader(sprite_shader);
886 
887  return true;
888 }
889 
896 template <class T>
897 static void ClearPixelBuffer(size_t len, T data)
898 {
899  T *buf = reinterpret_cast<T *>(_glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE));
900  for (size_t i = 0; i < len; i++) {
901  *buf++ = data;
902  }
903  _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
904 }
905 
913 bool OpenGLBackend::Resize(int w, int h, bool force)
914 {
915  if (!force && _screen.width == w && _screen.height == h) return false;
916 
918  int pitch = Align(w, 4);
919  size_t line_pixel_count = static_cast<size_t>(pitch) * h;
920 
921  _glViewport(0, 0, w, h);
922 
923  _glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch);
924 
925  this->vid_buffer = nullptr;
926  if (this->persistent_mapping_supported) {
927  _glDeleteBuffers(1, &this->vid_pbo);
928  _glGenBuffers(1, &this->vid_pbo);
929  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
930  _glBufferStorage(GL_PIXEL_UNPACK_BUFFER, line_pixel_count * bpp / 8, nullptr, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_CLIENT_STORAGE_BIT);
931  } else {
932  /* Re-allocate video buffer texture and backing store. */
933  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
934  _glBufferData(GL_PIXEL_UNPACK_BUFFER, line_pixel_count * bpp / 8, nullptr, GL_DYNAMIC_DRAW);
935  }
936 
937  if (bpp == 32) {
938  /* Initialize backing store alpha to opaque for 32bpp modes. */
939  Colour black(0, 0, 0);
940  if (_glClearBufferSubData != nullptr) {
941  _glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_RGBA8, 0, line_pixel_count * bpp / 8, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &black.data);
942  } else {
943  ClearPixelBuffer<uint32_t>(line_pixel_count, black.data);
944  }
945  } else if (bpp == 8) {
946  if (_glClearBufferSubData != nullptr) {
947  uint8_t b = 0;
948  _glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_R8, 0, line_pixel_count, GL_RED, GL_UNSIGNED_BYTE, &b);
949  } else {
950  ClearPixelBuffer<uint8_t>(line_pixel_count, 0);
951  }
952  }
953 
954  _glActiveTexture(GL_TEXTURE0);
955  _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
956  if (bpp == 8) {
957  _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
958  } else {
959  _glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
960  }
961  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
962 
963  /* Does this blitter need a separate animation buffer? */
964  if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
965  this->anim_buffer = nullptr;
966  if (this->persistent_mapping_supported) {
967  _glDeleteBuffers(1, &this->anim_pbo);
968  _glGenBuffers(1, &this->anim_pbo);
969  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
970  _glBufferStorage(GL_PIXEL_UNPACK_BUFFER, line_pixel_count, nullptr, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_CLIENT_STORAGE_BIT);
971  } else {
972  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
973  _glBufferData(GL_PIXEL_UNPACK_BUFFER, line_pixel_count, nullptr, GL_DYNAMIC_DRAW);
974  }
975 
976  /* Initialize buffer as 0 == no remap. */
977  if (_glClearBufferSubData != nullptr) {
978  uint8_t b = 0;
979  _glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_R8, 0, line_pixel_count, GL_RED, GL_UNSIGNED_BYTE, &b);
980  } else {
981  ClearPixelBuffer<uint8_t>(line_pixel_count, 0);
982  }
983 
984  _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
985  _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
986  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
987  } else {
988  if (this->anim_buffer != nullptr) {
989  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
990  _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
991  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
992  this->anim_buffer = nullptr;
993  }
994 
995  /* Allocate dummy texture that always reads as 0 == no remap. */
996  uint dummy = 0;
997  _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
998  _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
999  _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &dummy);
1000  }
1001 
1002  _glBindTexture(GL_TEXTURE_2D, 0);
1003 
1004  /* Set new viewport. */
1005  _screen.height = h;
1006  _screen.width = w;
1007  _screen.pitch = pitch;
1008  _screen.dst_ptr = nullptr;
1009 
1010  /* Update screen size in remap shader program. */
1011  _glUseProgram(this->remap_program);
1012  _glUniform2f(this->remap_screen_loc, (float)_screen.width, (float)_screen.height);
1013 
1014  _glClear(GL_COLOR_BUFFER_BIT);
1015 
1016  return true;
1017 }
1018 
1025 void OpenGLBackend::UpdatePalette(const Colour *pal, uint first, uint length)
1026 {
1027  assert(first + length <= 256);
1028 
1029  _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1030  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1031  _glActiveTexture(GL_TEXTURE1);
1032  _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
1033  _glTexSubImage1D(GL_TEXTURE_1D, 0, first, length, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pal + first);
1034 }
1035 
1040 {
1041  _glClear(GL_COLOR_BUFFER_BIT);
1042 
1043  _glDisable(GL_BLEND);
1044 
1045  /* Blit video buffer to screen. */
1046  _glActiveTexture(GL_TEXTURE0);
1047  _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
1048  _glActiveTexture(GL_TEXTURE1);
1049  _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
1050  /* Is the blitter relying on a separate animation buffer? */
1051  if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
1052  _glActiveTexture(GL_TEXTURE2);
1053  _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
1054  _glUseProgram(this->remap_program);
1055  _glUniform4f(this->remap_sprite_loc, 0.0f, 0.0f, 1.0f, 1.0f);
1056  _glUniform2f(this->remap_screen_loc, 1.0f, 1.0f);
1057  _glUniform1f(this->remap_zoom_loc, 0);
1058  _glUniform1i(this->remap_rgb_loc, 1);
1059  } else {
1060  _glUseProgram(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 8 ? this->pal_program : this->vid_program);
1061  }
1062  _glBindVertexArray(this->vao_quad);
1063  _glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1064 
1065  _glEnable(GL_BLEND);
1066 }
1067 
1072 {
1073  if (!this->cursor_in_window) return;
1074 
1075  /* Draw cursor on screen */
1076  _cur_dpi = &_screen;
1077  for (const auto &cs : this->cursor_sprites) {
1078  /* Sprites are cached by PopulateCursorCache(). */
1079  if (this->cursor_cache.Contains(cs.image.sprite)) {
1080  Sprite *spr = this->cursor_cache.Get(cs.image.sprite);
1081 
1082  this->RenderOglSprite((OpenGLSprite *)spr->data, cs.image.pal,
1083  this->cursor_pos.x + cs.pos.x + UnScaleByZoom(spr->x_offs, ZOOM_LVL_GUI),
1084  this->cursor_pos.y + cs.pos.y + UnScaleByZoom(spr->y_offs, ZOOM_LVL_GUI),
1085  ZOOM_LVL_GUI);
1086  }
1087  }
1088 }
1089 
1090 void OpenGLBackend::PopulateCursorCache()
1091 {
1092  if (this->clear_cursor_cache) {
1093  /* We have a pending cursor cache clear to do first. */
1094  this->clear_cursor_cache = false;
1095  this->last_sprite_pal = (PaletteID)-1;
1096 
1097  this->InternalClearCursorCache();
1098  }
1099 
1100  this->cursor_pos = _cursor.pos;
1101  this->cursor_in_window = _cursor.in_window;
1102 
1103  this->cursor_sprites.clear();
1104  for (const auto &sc : _cursor.sprites) {
1105  this->cursor_sprites.emplace_back(sc);
1106 
1107  if (!this->cursor_cache.Contains(sc.image.sprite)) {
1108  SimpleSpriteAllocator allocator;
1109  Sprite *old = this->cursor_cache.Insert(sc.image.sprite, static_cast<Sprite *>(GetRawSprite(sc.image.sprite, SpriteType::Normal, &allocator, this)));
1110  if (old != nullptr) {
1111  OpenGLSprite *gl_sprite = (OpenGLSprite *)old->data;
1112  gl_sprite->~OpenGLSprite();
1113  free(old);
1114  }
1115  }
1116  }
1117 }
1118 
1123 {
1124  Sprite *sp;
1125  while ((sp = this->cursor_cache.Pop()) != nullptr) {
1126  OpenGLSprite *sprite = (OpenGLSprite *)sp->data;
1127  sprite->~OpenGLSprite();
1128  free(sp);
1129  }
1130 }
1131 
1136 {
1137  /* If the game loop is threaded, this function might be called
1138  * from the game thread. As we can call OpenGL functions only
1139  * on the main thread, just set a flag that is handled the next
1140  * time we prepare the cursor cache for drawing. */
1141  this->clear_cursor_cache = true;
1142 }
1143 
1149 {
1150 #ifndef NO_GL_BUFFER_SYNC
1151  if (this->sync_vid_mapping != nullptr) _glClientWaitSync(this->sync_vid_mapping, GL_SYNC_FLUSH_COMMANDS_BIT, 100000000); // 100ms timeout.
1152 #endif
1153 
1154  if (!this->persistent_mapping_supported) {
1155  assert(this->vid_buffer == nullptr);
1156  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
1157  this->vid_buffer = _glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
1158  } else if (this->vid_buffer == nullptr) {
1159  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
1160  this->vid_buffer = _glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, _screen.pitch * _screen.height * BlitterFactory::GetCurrentBlitter()->GetScreenDepth() / 8, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
1161  }
1162 
1163  return this->vid_buffer;
1164 }
1165 
1171 {
1172  if (this->anim_pbo == 0) return nullptr;
1173 
1174 #ifndef NO_GL_BUFFER_SYNC
1175  if (this->sync_anim_mapping != nullptr) _glClientWaitSync(this->sync_anim_mapping, GL_SYNC_FLUSH_COMMANDS_BIT, 100000000); // 100ms timeout.
1176 #endif
1177 
1178  if (!this->persistent_mapping_supported) {
1179  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
1180  this->anim_buffer = _glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
1181  } else if (this->anim_buffer == nullptr) {
1182  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
1183  this->anim_buffer = _glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, static_cast<GLsizeiptr>(_screen.pitch) * _screen.height, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
1184  }
1185 
1186  return (uint8_t *)this->anim_buffer;
1187 }
1188 
1193 void OpenGLBackend::ReleaseVideoBuffer(const Rect &update_rect)
1194 {
1195  assert(this->vid_pbo != 0);
1196 
1197  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
1198  if (!this->persistent_mapping_supported) {
1199  _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
1200  this->vid_buffer = nullptr;
1201  }
1202 
1203 #ifndef NO_GL_BUFFER_SYNC
1204  if (this->persistent_mapping_supported) {
1205  _glDeleteSync(this->sync_vid_mapping);
1206  this->sync_vid_mapping = nullptr;
1207  }
1208 #endif
1209 
1210  /* Update changed rect of the video buffer texture. */
1211  if (!IsEmptyRect(update_rect)) {
1212  _glActiveTexture(GL_TEXTURE0);
1213  _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
1214  _glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
1215  if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 8) {
1216  _glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_RED, GL_UNSIGNED_BYTE, (GLvoid*)(size_t)(update_rect.top * _screen.pitch + update_rect.left));
1217  } else {
1218  _glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, (GLvoid*)(size_t)(update_rect.top * _screen.pitch * 4 + update_rect.left * 4));
1219  }
1220 
1221 #ifndef NO_GL_BUFFER_SYNC
1222  if (this->persistent_mapping_supported) this->sync_vid_mapping = _glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
1223 #endif
1224  }
1225 }
1226 
1231 void OpenGLBackend::ReleaseAnimBuffer(const Rect &update_rect)
1232 {
1233  if (this->anim_pbo == 0) return;
1234 
1235  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
1236  if (!this->persistent_mapping_supported) {
1237  _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
1238  this->anim_buffer = nullptr;
1239  }
1240 
1241 #ifndef NO_GL_BUFFER_SYNC
1242  if (this->persistent_mapping_supported) {
1243  _glDeleteSync(this->sync_anim_mapping);
1244  this->sync_anim_mapping = nullptr;
1245  }
1246 #endif
1247 
1248  /* Update changed rect of the video buffer texture. */
1249  if (update_rect.left != update_rect.right) {
1250  _glActiveTexture(GL_TEXTURE0);
1251  _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
1252  _glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
1253  _glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_RED, GL_UNSIGNED_BYTE, (GLvoid *)(size_t)(update_rect.top * _screen.pitch + update_rect.left));
1254 
1255 #ifndef NO_GL_BUFFER_SYNC
1256  if (this->persistent_mapping_supported) this->sync_anim_mapping = _glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
1257 #endif
1258  }
1259 }
1260 
1262 {
1263  /* Allocate and construct sprite data. */
1264  Sprite *dest_sprite = allocator.Allocate<Sprite>(sizeof(*dest_sprite) + sizeof(OpenGLSprite));
1265 
1266  OpenGLSprite *gl_sprite = (OpenGLSprite *)dest_sprite->data;
1267  new (gl_sprite) OpenGLSprite(sprite[ZOOM_LVL_MIN].width, sprite[ZOOM_LVL_MIN].height, sprite[ZOOM_LVL_MIN].type == SpriteType::Font ? 1 : ZOOM_LVL_END, sprite[ZOOM_LVL_MIN].colours);
1268 
1269  /* Upload texture data. */
1270  for (int i = 0; i < (sprite[ZOOM_LVL_MIN].type == SpriteType::Font ? 1 : ZOOM_LVL_END); i++) {
1271  gl_sprite->Update(sprite[i].width, sprite[i].height, i, sprite[i].data);
1272  }
1273 
1274  dest_sprite->height = sprite[ZOOM_LVL_MIN].height;
1275  dest_sprite->width = sprite[ZOOM_LVL_MIN].width;
1276  dest_sprite->x_offs = sprite[ZOOM_LVL_MIN].x_offs;
1277  dest_sprite->y_offs = sprite[ZOOM_LVL_MIN].y_offs;
1278 
1279  return dest_sprite;
1280 }
1281 
1289 void OpenGLBackend::RenderOglSprite(OpenGLSprite *gl_sprite, PaletteID pal, int x, int y, ZoomLevel zoom)
1290 {
1291  /* Set textures. */
1292  bool rgb = gl_sprite->BindTextures();
1293  _glActiveTexture(GL_TEXTURE0 + 1);
1294  _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
1295 
1296  /* Set palette remap. */
1297  _glActiveTexture(GL_TEXTURE0 + 3);
1298  if (pal != PAL_NONE) {
1299  _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex);
1300  if (pal != this->last_sprite_pal) {
1301  /* Different remap palette in use, update texture. */
1302  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, OpenGLSprite::pal_pbo);
1303  _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1304 
1305  _glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, 256, GetNonSprite(GB(pal, 0, PALETTE_WIDTH), SpriteType::Recolour) + 1);
1306  _glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RED, GL_UNSIGNED_BYTE, nullptr);
1307 
1308  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1309 
1310  this->last_sprite_pal = pal;
1311  }
1312  } else {
1313  _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity);
1314  }
1315 
1316  /* Set up shader program. */
1317  Dimension dim = gl_sprite->GetSize(zoom);
1318  _glUseProgram(this->sprite_program);
1319  _glUniform4f(this->sprite_sprite_loc, (float)x, (float)y, (float)dim.width, (float)dim.height);
1320  _glUniform1f(this->sprite_zoom_loc, (float)zoom);
1321  _glUniform2f(this->sprite_screen_loc, (float)_screen.width, (float)_screen.height);
1322  _glUniform1i(this->sprite_rgb_loc, rgb ? 1 : 0);
1323  _glUniform1i(this->sprite_crash_loc, pal == PALETTE_CRASH ? 1 : 0);
1324 
1325  _glBindVertexArray(this->vao_quad);
1326  _glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1327 }
1328 
1329 
1330 /* static */ GLuint OpenGLSprite::dummy_tex[] = { 0, 0 };
1331 /* static */ GLuint OpenGLSprite::pal_identity = 0;
1332 /* static */ GLuint OpenGLSprite::pal_tex = 0;
1333 /* static */ GLuint OpenGLSprite::pal_pbo = 0;
1334 
1339 /* static */ bool OpenGLSprite::Create()
1340 {
1341  _glGenTextures(NUM_TEX, OpenGLSprite::dummy_tex);
1342 
1343  for (int t = TEX_RGBA; t < NUM_TEX; t++) {
1344  _glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[t]);
1345 
1346  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
1347  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1348  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
1349  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1350  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1351  }
1352 
1353  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1354  _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1355 
1356  /* Load dummy RGBA texture. */
1357  const Colour rgb_pixel(0, 0, 0);
1358  _glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[TEX_RGBA]);
1359  _glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &rgb_pixel);
1360 
1361  /* Load dummy remap texture. */
1362  const uint pal = 0;
1363  _glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[TEX_REMAP]);
1364  _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &pal);
1365 
1366  /* Create palette remap textures. */
1367  std::array<uint8_t, 256> identity_pal;
1368  std::iota(std::begin(identity_pal), std::end(identity_pal), 0);
1369 
1370  /* Permanent texture for identity remap. */
1371  _glGenTextures(1, &OpenGLSprite::pal_identity);
1372  _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity);
1373  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1374  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1375  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0);
1376  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1377  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1378  _glTexImage1D(GL_TEXTURE_1D, 0, GL_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data());
1379 
1380  /* Dynamically updated texture for remaps. */
1381  _glGenTextures(1, &OpenGLSprite::pal_tex);
1382  _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex);
1383  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1384  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1385  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0);
1386  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1387  _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1388  _glTexImage1D(GL_TEXTURE_1D, 0, GL_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data());
1389 
1390  /* Pixel buffer for remap updates. */
1391  _glGenBuffers(1, &OpenGLSprite::pal_pbo);
1392  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, OpenGLSprite::pal_pbo);
1393  _glBufferData(GL_PIXEL_UNPACK_BUFFER, 256, identity_pal.data(), GL_DYNAMIC_DRAW);
1394  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1395 
1396  return _glGetError() == GL_NO_ERROR;
1397 }
1398 
1400 /* static */ void OpenGLSprite::Destroy()
1401 {
1402  _glDeleteTextures(NUM_TEX, OpenGLSprite::dummy_tex);
1403  _glDeleteTextures(1, &OpenGLSprite::pal_identity);
1404  _glDeleteTextures(1, &OpenGLSprite::pal_tex);
1405  if (_glDeleteBuffers != nullptr) _glDeleteBuffers(1, &OpenGLSprite::pal_pbo);
1406 }
1407 
1415 OpenGLSprite::OpenGLSprite(uint width, uint height, uint levels, SpriteColourComponent components)
1416 {
1417  assert(levels > 0);
1418  (void)_glGetError();
1419 
1420  this->dim.width = width;
1421  this->dim.height = height;
1422 
1423  MemSetT(this->tex, 0, NUM_TEX);
1424  _glActiveTexture(GL_TEXTURE0);
1425  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1426 
1427  for (int t = TEX_RGBA; t < NUM_TEX; t++) {
1428  /* Sprite component present? */
1429  if (t == TEX_RGBA && components == SCC_PAL) continue;
1430  if (t == TEX_REMAP && (components & SCC_PAL) != SCC_PAL) continue;
1431 
1432  /* Allocate texture. */
1433  _glGenTextures(1, &this->tex[t]);
1434  _glBindTexture(GL_TEXTURE_2D, this->tex[t]);
1435 
1436  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
1437  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1438  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, levels - 1);
1439  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1440  _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1441 
1442  /* Set size. */
1443  for (uint i = 0, w = width, h = height; i < levels; i++, w /= 2, h /= 2) {
1444  assert(w * h != 0);
1445  if (t == TEX_REMAP) {
1446  _glTexImage2D(GL_TEXTURE_2D, i, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
1447  } else {
1448  _glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
1449  }
1450  }
1451  }
1452 
1453  assert(_glGetError() == GL_NO_ERROR);
1454 }
1455 
1456 OpenGLSprite::~OpenGLSprite()
1457 {
1458  _glDeleteTextures(NUM_TEX, this->tex);
1459 }
1460 
1468 void OpenGLSprite::Update(uint width, uint height, uint level, const SpriteLoader::CommonPixel * data)
1469 {
1470  static ReusableBuffer<Colour> buf_rgba;
1471  static ReusableBuffer<uint8_t> buf_pal;
1472 
1473  _glActiveTexture(GL_TEXTURE0);
1474  _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1475  _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1476 
1477  if (this->tex[TEX_RGBA] != 0) {
1478  /* Unpack pixel data */
1479  size_t size = static_cast<size_t>(width) * height;
1480  Colour *rgba = buf_rgba.Allocate(size);
1481  for (size_t i = 0; i < size; i++) {
1482  rgba[i].r = data[i].r;
1483  rgba[i].g = data[i].g;
1484  rgba[i].b = data[i].b;
1485  rgba[i].a = data[i].a;
1486  }
1487 
1488  _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_RGBA]);
1489  _glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, rgba);
1490  }
1491 
1492  if (this->tex[TEX_REMAP] != 0) {
1493  /* Unpack and align pixel data. */
1494  size_t pitch = Align(width, 4);
1495 
1496  uint8_t *pal = buf_pal.Allocate(pitch * height);
1497  const SpriteLoader::CommonPixel *row = data;
1498  for (uint y = 0; y < height; y++, pal += pitch, row += width) {
1499  for (uint x = 0; x < width; x++) {
1500  pal[x] = row[x].m;
1501  }
1502  }
1503 
1504  _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_REMAP]);
1505  _glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, buf_pal.GetBuffer());
1506  }
1507 
1508  assert(_glGetError() == GL_NO_ERROR);
1509 }
1510 
1517 {
1518  Dimension sd = { (uint)UnScaleByZoomLower(this->dim.width, level), (uint)UnScaleByZoomLower(this->dim.height, level) };
1519  return sd;
1520 }
1521 
1527 {
1528  _glActiveTexture(GL_TEXTURE0);
1529  _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_RGBA] != 0 ? this->tex[TEX_RGBA] : OpenGLSprite::dummy_tex[TEX_RGBA]);
1530  _glActiveTexture(GL_TEXTURE0 + 2);
1531  _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_REMAP] != 0 ? this->tex[TEX_REMAP] : OpenGLSprite::dummy_tex[TEX_REMAP]);
1532 
1533  return this->tex[TEX_RGBA] != 0;
1534 }
constexpr static debug_inline uint GB(const T x, const uint8_t s, const uint8_t n)
Fetch n bits from x, started at bit s.
static Blitter * GetCurrentBlitter()
Get the current active blitter (always set by calling SelectBlitter).
Definition: factory.hpp:138
virtual uint8_t GetScreenDepth()=0
Get the screen depth this blitter works for.
bool Contains(const Tkey key)
Test if a key is already contained in the cache.
Definition: lrucache.hpp:44
Tdata * Get(const Tkey key)
Get an item from the cache.
Definition: lrucache.hpp:101
Tdata * Insert(const Tkey key, Tdata *item)
Insert a new data item with a specified key.
Definition: lrucache.hpp:55
Tdata * Pop()
Pop the least recently used item.
Definition: lrucache.hpp:85
Platform-independent back-end class for OpenGL video drivers.
Definition: opengl.h:28
GLint sprite_rgb_loc
Uniform location for RGB mode flag.
Definition: opengl.h:59
void * anim_buffer
Pointer to the mapped animation buffer.
Definition: opengl.h:45
GLuint remap_program
Shader program for blending and rendering a RGBA + remap texture.
Definition: opengl.h:49
bool cursor_in_window
Cursor inside this window.
Definition: opengl.h:67
void Paint()
Render video buffer to the screen.
Definition: opengl.cpp:1039
GLuint pal_program
Shader program for rendering a paletted video buffer.
Definition: opengl.h:40
void RenderOglSprite(OpenGLSprite *gl_sprite, PaletteID pal, int x, int y, ZoomLevel zoom)
Render a sprite to the back buffer.
Definition: opengl.cpp:1289
std::vector< CursorSprite > cursor_sprites
Sprites comprising cursor.
Definition: opengl.h:68
GLint remap_screen_loc
Uniform location for screen size.
Definition: opengl.h:51
static OpenGLBackend * instance
Singleton instance pointer.
Definition: opengl.h:30
uint8_t * GetAnimBuffer()
Get a pointer to the memory for the separate animation buffer.
Definition: opengl.cpp:1170
void * GetVideoBuffer()
Get a pointer to the memory for the video driver to draw to.
Definition: opengl.cpp:1148
bool persistent_mapping_supported
Persistent pixel buffer mapping supported.
Definition: opengl.h:32
GLuint vid_texture
Texture handle for the video buffer texture.
Definition: opengl.h:38
GLuint vao_quad
Vertex array object storing the rendering state for the fullscreen quad.
Definition: opengl.h:41
GLint sprite_zoom_loc
Uniform location for sprite zoom.
Definition: opengl.h:58
GLint remap_zoom_loc
Uniform location for sprite zoom.
Definition: opengl.h:52
bool Resize(int w, int h, bool force=false)
Change the size of the drawing window and allocate matching resources.
Definition: opengl.cpp:913
OpenGLBackend()
Construct OpenGL back-end class.
Definition: opengl.cpp:489
static std::optional< std::string_view > Create(GetOGLProcAddressProc get_proc, const Dimension &screen_res)
Create and initialize the singleton back-end class.
Definition: opengl.cpp:467
void * vid_buffer
Pointer to the mapped video buffer.
Definition: opengl.h:36
Sprite * Encode(const SpriteLoader::SpriteCollection &sprite, SpriteAllocator &allocator) override
Convert a sprite from the loader to our own format.
Definition: opengl.cpp:1261
void UpdatePalette(const Colour *pal, uint first, uint length)
Update the stored palette.
Definition: opengl.cpp:1025
GLuint anim_texture
Texture handle for the animation buffer texture.
Definition: opengl.h:47
void InternalClearCursorCache()
Clear all cached cursor sprites.
Definition: opengl.cpp:1122
GLuint sprite_program
Shader program for blending and rendering a sprite to the video buffer.
Definition: opengl.h:55
void ReleaseAnimBuffer(const Rect &update_rect)
Update animation buffer texture after the animation buffer was filled.
Definition: opengl.cpp:1231
GLuint vid_pbo
Pixel buffer object storing the memory used for the video driver to draw to.
Definition: opengl.h:37
GLsync sync_anim_mapping
Sync object for the persistently mapped animation buffer.
Definition: opengl.h:34
~OpenGLBackend()
Free allocated resources.
Definition: opengl.cpp:496
GLuint vbo_quad
Vertex buffer with a fullscreen quad.
Definition: opengl.h:42
bool clear_cursor_cache
A clear of the cursor cache is pending.
Definition: opengl.h:64
GLint remap_rgb_loc
Uniform location for RGB mode flag.
Definition: opengl.h:53
void ClearCursorCache()
Queue a request for cursor cache clear.
Definition: opengl.cpp:1135
GLuint vid_program
Shader program for rendering a RGBA video buffer.
Definition: opengl.h:39
GLuint pal_texture
Palette lookup texture.
Definition: opengl.h:43
GLint remap_sprite_loc
Uniform location for sprite parameters.
Definition: opengl.h:50
bool InitShaders()
Create all needed shader programs.
Definition: opengl.cpp:804
void DrawMouseCursor()
Draw mouse cursor on screen.
Definition: opengl.cpp:1071
Point cursor_pos
Cursor position.
Definition: opengl.h:66
GLint sprite_crash_loc
Uniform location for crash remap mode flag.
Definition: opengl.h:60
void ReleaseVideoBuffer(const Rect &update_rect)
Update video buffer texture after the video buffer was filled.
Definition: opengl.cpp:1193
GLint sprite_sprite_loc
Uniform location for sprite parameters.
Definition: opengl.h:56
PaletteID last_sprite_pal
Last uploaded remap palette.
Definition: opengl.h:63
GLuint anim_pbo
Pixel buffer object storing the memory used for the animation buffer.
Definition: opengl.h:46
LRUCache< SpriteID, Sprite > cursor_cache
Cache of encoded cursor sprites.
Definition: opengl.h:62
GLsync sync_vid_mapping
Sync object for the persistently mapped video buffer.
Definition: opengl.h:33
std::optional< std::string_view > Init(const Dimension &screen_res)
Check for the needed OpenGL functionality and allocate all resources.
Definition: opengl.cpp:525
static void Destroy()
Free resources and destroy singleton back-end class.
Definition: opengl.cpp:480
GLint sprite_screen_loc
Uniform location for screen size.
Definition: opengl.h:57
Class that encapsulates a RGBA texture together with a paletted remap texture.
Definition: opengl.h:115
OpenGLSprite(uint width, uint height, uint levels, SpriteColourComponent components)
Create an OpenGL sprite with a palette remap part.
Definition: opengl.cpp:1415
static GLuint dummy_tex[NUM_TEX]
1x1 dummy textures to substitute for unused sprite components.
Definition: opengl.h:127
bool BindTextures()
Bind textures for rendering this sprite.
Definition: opengl.cpp:1526
Dimension GetSize(ZoomLevel level) const
Query the sprite size at a certain zoom level.
Definition: opengl.cpp:1516
static bool Create()
Create all common resources for sprite rendering.
Definition: opengl.cpp:1339
static GLuint pal_pbo
Pixel buffer object for remap upload.
Definition: opengl.h:131
GLuint tex[NUM_TEX]
The texture objects.
Definition: opengl.h:125
static GLuint pal_identity
Identity texture mapping.
Definition: opengl.h:129
static GLuint pal_tex
Texture for palette remap.
Definition: opengl.h:130
void Update(uint width, uint height, uint level, const SpriteLoader::CommonPixel *data)
Update a single mip-map level with new pixel data.
Definition: opengl.cpp:1468
@ TEX_RGBA
RGBA texture part.
Definition: opengl.h:119
@ TEX_REMAP
Remap texture part.
Definition: opengl.h:120
static void Destroy()
Free all common resources for sprite rendering.
Definition: opengl.cpp:1400
A reusable buffer that can be used for places that temporary allocate a bit of memory and do that ver...
Definition: alloc_type.hpp:24
const T * GetBuffer() const
Get the currently allocated buffer.
Definition: alloc_type.hpp:75
T * Allocate(size_t count)
Get buffer of at least count times T.
Definition: alloc_type.hpp:42
SpriteAllocate that uses malloc to allocate memory.
Definition: spritecache.h:35
Interface for something that can allocate memory for a sprite.
T * Allocate(size_t size)
Allocate memory for a sprite.
std::array< Sprite, ZOOM_LVL_END > SpriteCollection
Type defining a collection of sprites, one for each zoom level.
#define Debug(category, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
bool IsEmptyRect(const Rect &r)
Check if a rectangle is empty.
@ Recolour
Recolour sprite.
@ Font
A sprite used for fonts.
@ Normal
The most basic (normal) sprite.
uint32_t PaletteID
The number of the palette.
Definition: gfx_type.h:19
constexpr T Align(const T x, uint n)
Return the smallest multiple of n equal or greater than x.
Definition: math_func.hpp:37
void MemSetT(T *ptr, uint8_t value, size_t num=1)
Type-safe version of memset().
Definition: mem_func.hpp:49
OpenGL video driver support.
bool IsOpenGLVersionAtLeast(uint8_t major, uint8_t minor)
Check if the current OpenGL version is equal or higher than a given one.
Definition: opengl.cpp:207
const char * FindStringInExtensionList(const char *string, const char *substring)
Find a substring in a string made of space delimited elements.
Definition: opengl.cpp:144
static const char * _vertex_shader_sprite[]
Vertex shader that positions a sprite on screen.
Definition: opengl_shader.h:11
static const char * _frag_shader_palette_150[]
GLSL 1.50 fragment shader that performs a palette lookup to read the colour from an 8bpp texture.
Definition: opengl_shader.h:74
static const char * _frag_shader_direct[]
Fragment shader that reads the fragment colour from a 32bpp texture.
Definition: opengl_shader.h:41
static const char * _frag_shader_rgb_mask_blend[]
Fragment shader that performs a palette lookup to read the colour from an 8bpp texture.
static const char * _frag_shader_palette[]
Fragment shader that performs a palette lookup to read the colour from an 8bpp texture.
Definition: opengl_shader.h:62
static const char * _frag_shader_rgb_mask_blend_150[]
GLSL 1.50 fragment shader that performs a palette lookup to read the colour from an 8bpp texture.
static const char * _frag_shader_direct_150[]
GLSL 1.50 fragment shader that reads the fragment colour from a 32bpp texture.
Definition: opengl_shader.h:51
static const char * _frag_shader_sprite_blend_150[]
GLSL 1.50 fragment shader that performs a palette lookup to read the colour from a sprite texture.
static const char * _frag_shader_sprite_blend[]
Fragment shader that performs a palette lookup to read the colour from a sprite texture.
static const char * _vertex_shader_sprite_150[]
GLSL 1.50 vertex shader that positions a sprite on screen.
Definition: opengl_shader.h:26
void * GetRawSprite(SpriteID sprite, SpriteType type, SpriteAllocator *allocator, SpriteEncoder *encoder)
Reads a sprite (from disk or sprite cache).
SpriteColourComponent
The different colour components a sprite can have.
@ SCC_PAL
Sprite has palette data.
static constexpr uint8_t PALETTE_WIDTH
number of bits of the sprite containing the recolour palette
Definition: sprites.h:1534
static const PaletteID PALETTE_CRASH
Recolour sprite greying of crashed vehicles.
Definition: sprites.h:1605
void free(const void *ptr)
Version of the standard free that accepts const pointers.
Definition: stdafx.h:334
#define lengthof(array)
Return the length of an fixed size array.
Definition: stdafx.h:280
std::vector< CursorSprite > sprites
Sprites comprising cursor.
Definition: gfx_type.h:136
Point pos
logical mouse position
Definition: gfx_type.h:125
bool in_window
mouse inside this window, determines drawing logic
Definition: gfx_type.h:147
Dimensions (a width and height) of a rectangle in 2D.
Specification of a rectangle with absolute coordinates of all edges.
A simple 2D vertex with just position and texture.
Definition: opengl.cpp:125
Definition of a common pixel in OpenTTD's realm.
uint8_t m
Remap-channel.
uint8_t b
Blue-channel.
uint8_t r
Red-channel.
uint8_t g
Green-channel.
uint8_t a
Alpha-channel.
Data structure describing a sprite.
Definition: spritecache.h:17
uint16_t width
Width of the sprite.
Definition: spritecache.h:19
uint16_t height
Height of the sprite.
Definition: spritecache.h:18
int16_t y_offs
Number of pixels to shift the sprite downwards.
Definition: spritecache.h:21
uint8_t data[]
Sprite data.
Definition: spritecache.h:22
int16_t x_offs
Number of pixels to shift the sprite to the right.
Definition: spritecache.h:20
Structure to access the alpha, red, green, and blue channels from a 32 bit number.
Definition: gfx_type.h:165
uint32_t data
Conversion of the channel information to a 32 bit number.
Definition: gfx_type.h:166
uint8_t a
colour channels in LE order
Definition: gfx_type.h:173
int UnScaleByZoomLower(int value, ZoomLevel zoom)
Scale by zoom level, usually shift right (when zoom > ZOOM_LVL_MIN)
Definition: zoom_func.h:67
int UnScaleByZoom(int value, ZoomLevel zoom)
Scale by zoom level, usually shift right (when zoom > ZOOM_LVL_MIN) When shifting right,...
Definition: zoom_func.h:34
ZoomLevel
All zoom levels we know.
Definition: zoom_type.h:16
@ ZOOM_LVL_END
End for iteration.
Definition: zoom_type.h:25
@ ZOOM_LVL_MIN
Minimum zoom level.
Definition: zoom_type.h:41