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#include "opengl/opengl.hpp"
#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091
#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092
auto VideoGLX_X11ErrorHandler(Display*, XErrorEvent*) -> s32 {
return 0; //suppress errors
}
struct VideoGLX : VideoDriver, OpenGL {
VideoGLX& self = *this;
VideoGLX(Video& super) : VideoDriver(super) { construct(); }
~VideoGLX() { destruct(); }
auto create() -> bool override {
VideoDriver::exclusive = true;
VideoDriver::format = "ARGB24";
return initialize();
}
auto driver() -> string override { return "OpenGL 3.2"; }
auto ready() -> bool override { return _ready; }
auto hasFullScreen() -> bool override { return true; }
auto hasMonitor() -> bool override { return true; }
auto hasContext() -> bool override { return true; }
auto hasBlocking() -> bool override { return true; }
auto hasFlush() -> bool override { return true; }
auto hasShader() -> bool override { return true; }
auto hasFormats() -> vector<string> override {
if(_depth == 30) return {"ARGB30", "ARGB24"};
if(_depth == 24) return {"ARGB24"};
return {"ARGB24"}; //fallback
}
auto setFullScreen(bool fullScreen) -> bool override {
return initialize();
}
auto setMonitor(string monitor) -> bool override {
return initialize();
}
auto setContext(uintptr context) -> bool override {
return initialize();
}
auto setBlocking(bool blocking) -> bool override {
acquireContext();
if(glXSwapInterval) glXSwapInterval(blocking);
releaseContext();
return true;
}
auto setFlush(bool flush) -> bool override {
return true;
}
auto setFormat(string format) -> bool override {
if(format == "ARGB24") {
OpenGL::inputFormat = GL_RGBA8;
return initialize();
}
if(format == "ARGB30") {
OpenGL::inputFormat = GL_RGB10_A2;
return initialize();
}
return false;
}
auto setShader(string shader) -> bool override {
acquireContext();
OpenGL::setShader(shader);
releaseContext();
return true;
}
auto focused() -> bool override {
return true;
}
auto clear() -> void override {
acquireContext();
OpenGL::clear();
if(_doubleBuffer) glXSwapBuffers(_display, _glXWindow);
releaseContext();
}
auto size(u32& width, u32& height) -> void override {
if(self.fullScreen) {
width = _monitorWidth;
height = _monitorHeight;
} else {
XWindowAttributes parent;
XGetWindowAttributes(_display, _parent, &parent);
width = parent.width;
height = parent.height;
}
}
auto acquire(u32*& data, u32& pitch, u32 width, u32 height) -> bool override {
acquireContext();
OpenGL::size(width, height);
bool result = OpenGL::lock(data, pitch);
releaseContext();
return result;
}
auto release() -> void override {
}
auto output(u32 width, u32 height) -> void override {
acquireContext();
XWindowAttributes window;
XGetWindowAttributes(_display, _window, &window);
XWindowAttributes parent;
XGetWindowAttributes(_display, _parent, &parent);
if(window.width != parent.width || window.height != parent.height) {
XResizeWindow(_display, _window, parent.width, parent.height);
}
//convert (0,0) from top-left to bottom-left coordinates
auto _height = height ? height : _monitorHeight;
auto _monitorY = parent.height - (this->_monitorY + _height) - (_monitorHeight - _height);
OpenGL::absoluteWidth = width;
OpenGL::absoluteHeight = height;
OpenGL::outputX = self.fullScreen ? _monitorX : 0;
OpenGL::outputY = self.fullScreen ? _monitorY : 0;
OpenGL::outputWidth = self.fullScreen ? _monitorWidth : parent.width;
OpenGL::outputHeight = self.fullScreen ? _monitorHeight : parent.height;
OpenGL::output();
if(_doubleBuffer) glXSwapBuffers(_display, _glXWindow);
if(self.flush) glFinish();
releaseContext();
}
auto poll() -> void override {
while(XPending(_display)) {
XEvent event;
XNextEvent(_display, &event);
if(event.type == Expose) {
XWindowAttributes attributes;
XGetWindowAttributes(_display, _window, &attributes);
super.doUpdate(attributes.width, attributes.height);
}
}
}
private:
auto construct() -> void {
_display = XOpenDisplay(nullptr);
_screen = DefaultScreen(_display);
XWindowAttributes attributes{};
XGetWindowAttributes(_display, RootWindow(_display, _screen), &attributes);
_depth = attributes.depth;
}
auto destruct() -> void {
terminate();
XCloseDisplay(_display);
}
auto acquireContext() -> void {
if(!_glXContext) return;
while(!glXMakeCurrent(_display, _glXWindow, _glXContext)) spinloop();
}
auto releaseContext() -> void {
if(!_glXContext) return;
while(!glXMakeCurrent(_display, 0, nullptr)) spinloop();
}
auto initialize() -> bool {
terminate();
if(!self.fullScreen && !self.context) return false;
//require GLX 1.2+ API
glXQueryVersion(_display, &_versionMajor, &_versionMinor);
if(_versionMajor < 1 || (_versionMajor == 1 && _versionMinor < 2)) return false;
s32 redDepth = VideoDriver::format == "RGB30" ? 10 : 8;
s32 greenDepth = VideoDriver::format == "RGB30" ? 10 : 8;
s32 blueDepth = VideoDriver::format == "RGB30" ? 10 : 8;
//let GLX determine the best Visual to use for GL output; provide a few hints
//note: some video drivers will override double buffering attribute
s32 attributeList[] = {
GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
GLX_RENDER_TYPE, GLX_RGBA_BIT,
GLX_DOUBLEBUFFER, True,
GLX_RED_SIZE, redDepth,
GLX_GREEN_SIZE, greenDepth,
GLX_BLUE_SIZE, blueDepth,
None
};
s32 fbCount = 0;
GLXFBConfig* fbConfig = glXChooseFBConfig(_display, _screen, attributeList, &fbCount);
if(fbCount == 0) return false;
auto visual = glXGetVisualFromFBConfig(_display, fbConfig[0]);
_parent = self.fullScreen ? RootWindow(_display, visual->screen) : (Window)self.context;
XWindowAttributes windowAttributes;
XGetWindowAttributes(_display, _parent, &windowAttributes);
auto monitor = Video::monitor(self.monitor);
_monitorX = monitor.x;
_monitorY = monitor.y;
_monitorWidth = monitor.width;
_monitorHeight = monitor.height;
//(Window)self.context has already been realized, most likely with DefaultVisual.
//GLX requires that the GL output window has the same Visual as the GLX context.
//it is not possible to change the Visual of an already realized (created) window.
//therefore a new child window, using the same GLX Visual, must be created and binded to it.
_colormap = XCreateColormap(_display, RootWindow(_display, visual->screen), visual->visual, AllocNone);
XSetWindowAttributes attributes{};
attributes.border_pixel = 0;
attributes.colormap = _colormap;
attributes.override_redirect = self.fullScreen;
_window = XCreateWindow(_display, _parent,
0, 0, windowAttributes.width, windowAttributes.height,
0, visual->depth, InputOutput, visual->visual,
CWBorderPixel | CWColormap | CWOverrideRedirect, &attributes);
XSelectInput(_display, _window, ExposureMask);
XSetWindowBackground(_display, _window, 0);
XMapWindow(_display, _window);
XFlush(_display);
//window must be realized (appear onscreen) before we make the context current
while(XPending(_display)) {
XEvent event;
XNextEvent(_display, &event);
}
_glXContext = glXCreateContext(_display, visual, 0, GL_TRUE);
glXMakeCurrent(_display, _glXWindow = _window, _glXContext);
//glXSwapInterval is used to toggle Vsync
//note that the ordering is very important! MESA declares SGI, but the SGI function does nothing
if(!glXSwapInterval) glXSwapInterval = (int (*)(int))glGetProcAddress("glXSwapIntervalMESA");
if(!glXSwapInterval) glXSwapInterval = (int (*)(int))glGetProcAddress("glXSwapIntervalSGI");
if(auto glXCreateContextAttribs = (auto (*)(Display*, GLXFBConfig, GLXContext, int, const int*) -> GLXContext)glGetProcAddress("glXCreateContextAttribsARB")) {
int attributes[] = {
GLX_CONTEXT_MAJOR_VERSION_ARB, 3,
GLX_CONTEXT_MINOR_VERSION_ARB, 2,
None
};
//glXCreateContextAttribs tends to throw BadRequest errors instead of simply failing gracefully
auto originalHandler = XSetErrorHandler(VideoGLX_X11ErrorHandler);
auto context = glXCreateContextAttribs(_display, fbConfig[0], nullptr, true, attributes);
XSync(_display, False);
XSetErrorHandler(originalHandler);
if(context) {
glXMakeCurrent(_display, 0, nullptr);
glXDestroyContext(_display, _glXContext);
glXMakeCurrent(_display, _glXWindow, _glXContext = context);
} else {
//OpenGL 3.2+ not supported (most likely OpenGL 2.x)
return false;
}
} else {
//missing required glXCreateContextAtribs function
return false;
}
if(glXSwapInterval) glXSwapInterval(self.blocking);
//read attributes of frame buffer for later use, as requested attributes from above are not always granted
int value = 0;
glXGetConfig(_display, visual, GLX_DOUBLEBUFFER, &value);
_doubleBuffer = value;
_isDirect = glXIsDirect(_display, _glXContext);
_ready = OpenGL::initialize(self.shader);
releaseContext();
return _ready;
}
auto terminate() -> void {
acquireContext();
_ready = false;
OpenGL::terminate();
if(_glXContext) {
glXDestroyContext(_display, _glXContext);
_glXContext = nullptr;
}
if(_window) {
XUnmapWindow(_display, _window);
_window = 0;
}
if(_colormap) {
XFreeColormap(_display, _colormap);
_colormap = 0;
}
}
bool _ready = false;
auto (*glXSwapInterval)(int) -> int = nullptr;
Display* _display = nullptr;
u32 _monitorX = 0;
u32 _monitorY = 0;
u32 _monitorWidth = 0;
u32 _monitorHeight = 0;
s32 _screen = 0;
u32 _depth = 24; //depth of the default root window
Window _parent = 0;
Window _window = 0;
Colormap _colormap = 0;
GLXContext _glXContext = nullptr;
GLXWindow _glXWindow = 0;
s32 _versionMajor = 0;
s32 _versionMinor = 0;
bool _doubleBuffer = false;
bool _isDirect = false;
};
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