Codechange: [OpenGL] Use a pixel buffer object to store the video buffer.

pull/221/head
Michael Lutz 3 years ago
parent 5af0cfd902
commit a990c497b5

@ -264,9 +264,9 @@ OpenGLBackend::~OpenGLBackend()
if (_glDeleteVertexArrays != nullptr) _glDeleteVertexArrays(1, &this->vao_quad);
if (_glDeleteBuffers != nullptr) {
_glDeleteBuffers(1, &this->vbo_quad);
_glDeleteBuffers(1, &this->vid_pbo);
}
glDeleteTextures(1, &this->vid_texture);
free(this->vid_buffer);
}
/**
@ -297,6 +297,8 @@ const char *OpenGLBackend::Init()
/* Check for vertex buffer objects. */
if (!IsOpenGLVersionAtLeast(1, 5) && !IsOpenGLExtensionSupported("ARB_vertex_buffer_object")) return "Vertex buffer objects not supported";
if (!BindVBOExtension()) return "Failed to bind VBO extension functions";
/* Check for pixel buffer objects. */
if (!IsOpenGLVersionAtLeast(2, 1) && !IsOpenGLExtensionSupported("GL_ARB_pixel_buffer_object")) return "Pixel buffer objects not supported";
/* Check for vertex array objects. */
if (!IsOpenGLVersionAtLeast(3, 0) && (!IsOpenGLExtensionSupported("GL_ARB_vertex_array_object") || !IsOpenGLExtensionSupported("GL_APPLE_vertex_array_object"))) return "Vertex array objects not supported";
if (!BindVBAExtension()) return "Failed to bind VBA extension functions";
@ -312,6 +314,11 @@ const char *OpenGLBackend::Init()
glBindTexture(GL_TEXTURE_2D, 0);
if (glGetError() != GL_NO_ERROR) return "Can't generate video buffer texture";
/* Create pixel buffer object as video buffer storage. */
_glGenBuffers(1, &this->vid_pbo);
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
if (glGetError() != GL_NO_ERROR) return "Can't allocate pixel buffer for video buffer";
/* Prime vertex buffer with a full-screen quad and store
* the corresponding state in a vertex array object. */
static const Simple2DVertex vert_array[] = {
@ -355,13 +362,14 @@ const char *OpenGLBackend::Init()
*/
bool OpenGLBackend::Resize(int w, int h, bool force)
{
if (!force && _screen.width == w && _screen.height == h && this->vid_buffer != nullptr) return false;
if (!force && _screen.width == w && _screen.height == h) return false;
glViewport(0, 0, w, h);
/* Re-allocate video buffer texture. */
free(this->vid_buffer);
this->vid_buffer = CallocT<uint32>(w * h); // 32bpp
/* Re-allocate video buffer texture and backing store. */
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
_glBufferData(GL_PIXEL_UNPACK_BUFFER, w * h * 4, nullptr, GL_DYNAMIC_READ); // Buffer content has to persist from frame to frame and is read back by the blitter, which means a READ usage hint.
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, this->vid_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
@ -371,30 +379,50 @@ bool OpenGLBackend::Resize(int w, int h, bool force)
_screen.height = h;
_screen.width = w;
_screen.pitch = w;
_screen.dst_ptr = this->GetVideoBuffer();
_screen.dst_ptr = nullptr;
return true;
}
/**
* Render video buffer to the screen.
*/
void OpenGLBackend::Paint()
{
glClear(GL_COLOR_BUFFER_BIT);
/* Blit video buffer to screen. */
glBindTexture(GL_TEXTURE_2D, this->vid_texture);
_glBindVertexArray(this->vao_quad);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
/**
* Get a pointer to the memory for the video driver to draw to.
* @return Pointer to draw on.
*/
void *OpenGLBackend::GetVideoBuffer()
{
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
return _glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
}
/**
* Update video buffer texture after the video buffer was filled.
* @param update_rect Rectangle encompassing the dirty region of the video buffer.
*/
void OpenGLBackend::Paint(Rect update_rect)
void OpenGLBackend::ReleaseVideoBuffer(const Rect &update_rect)
{
assert(this->vid_buffer != nullptr);
assert(this->vid_pbo != 0);
glClear(GL_COLOR_BUFFER_BIT);
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
_glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
/* Update changed rect of the video buffer texture. */
glBindTexture(GL_TEXTURE_2D, this->vid_texture);
if (!IsEmptyRect(update_rect)) {
glBindTexture(GL_TEXTURE_2D, this->vid_texture);
glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
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, (uint32 *)this->vid_buffer + update_rect.top * _screen.pitch + update_rect.left);
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));
}
/* Blit video buffer to screen. */
_glBindVertexArray(this->vao_quad);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}

@ -25,7 +25,7 @@ class OpenGLBackend : public ZeroedMemoryAllocator {
private:
static OpenGLBackend *instance; ///< Singleton instance pointer.
void *vid_buffer; ///< Pointer to the memory used for the video driver to draw to.
GLuint vid_pbo; ///< Pixel buffer object storing the memory used for the video driver to draw to.
GLuint vid_texture; ///< Texture handle for the video buffer texture.
GLuint vao_quad; ///< Vertex array object storing the rendering state for the fullscreen quad.
GLuint vbo_quad; ///< Vertex buffer with a fullscreen quad.
@ -45,13 +45,10 @@ public:
static void Destroy();
bool Resize(int w, int h, bool force = false);
void Paint(Rect update_rect);
void Paint();
/**
* Get a pointer to the memory for the video driver to draw to.
* @return Pointer to draw on.
*/
void *GetVideoBuffer() { return this->vid_buffer; }
void *GetVideoBuffer();
void ReleaseVideoBuffer(const Rect &update_rect);
};
#endif /* VIDEO_OPENGL_H */

@ -984,10 +984,10 @@ void VideoDriver_Win32Base::MainLoop()
}
}
void VideoDriver_Win32Base::ClientSizeChanged(int w, int h)
void VideoDriver_Win32Base::ClientSizeChanged(int w, int h, bool force)
{
/* Allocate backing store of the new size. */
if (this->AllocateBackingStore(w, h)) {
if (this->AllocateBackingStore(w, h, force)) {
/* Mark all palette colours dirty. */
_cur_palette.first_dirty = 0;
_cur_palette.count_dirty = 256;
@ -1093,12 +1093,20 @@ bool VideoDriver_Win32Base::LockVideoBuffer()
if (this->draw_threaded) this->draw_lock.lock();
_screen.dst_ptr = this->GetVideoPointer();
assert(_screen.dst_ptr != nullptr);
return true;
}
void VideoDriver_Win32Base::UnlockVideoBuffer()
{
assert(_screen.dst_ptr != nullptr);
if (_screen.dst_ptr != nullptr) {
/* Hand video buffer back to the drawing backend. */
this->ReleaseVideoPointer();
_screen.dst_ptr = nullptr;
}
if (this->draw_threaded) this->draw_lock.unlock();
this->buffer_locked = false;
}
@ -1239,9 +1247,16 @@ void VideoDriver_Win32GDI::Paint()
this->UpdatePalette(dc2, _local_palette.first_dirty, _local_palette.count_dirty);
break;
case Blitter::PALETTE_ANIMATION_BLITTER:
case Blitter::PALETTE_ANIMATION_BLITTER: {
bool need_buf = _screen.dst_ptr == nullptr;
if (need_buf) _screen.dst_ptr = this->GetVideoPointer();
blitter->PaletteAnimate(_local_palette);
if (need_buf) {
this->ReleaseVideoPointer();
_screen.dst_ptr = nullptr;
}
break;
}
case Blitter::PALETTE_ANIMATION_NONE:
break;
@ -1336,7 +1351,7 @@ const char *VideoDriver_Win32OpenGL::Start(const StringList &param)
return err;
}
this->ClientSizeChanged(this->width, this->height);
this->ClientSizeChanged(this->width, this->height, true);
this->draw_threaded = false;
MarkWholeScreenDirty();
@ -1403,17 +1418,18 @@ const char *VideoDriver_Win32OpenGL::AllocateContext()
bool VideoDriver_Win32OpenGL::ToggleFullscreen(bool full_screen)
{
if (_screen.dst_ptr != nullptr) this->ReleaseVideoPointer();
this->DestroyContext();
bool res = this->VideoDriver_Win32Base::ToggleFullscreen(full_screen);
res &= this->AllocateContext() == nullptr;
this->ClientSizeChanged(this->width, this->height);
this->ClientSizeChanged(this->width, this->height, true);
return res;
}
bool VideoDriver_Win32OpenGL::AfterBlitterChange()
{
assert(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() != 0);
this->ClientSizeChanged(this->width, this->height);
this->ClientSizeChanged(this->width, this->height, true);
return true;
}
@ -1426,8 +1442,13 @@ bool VideoDriver_Win32OpenGL::AllocateBackingStore(int w, int h, bool force)
if (this->gl_rc == nullptr) return false;
if (_screen.dst_ptr != nullptr) this->ReleaseVideoPointer();
this->dirty_rect = {};
return OpenGLBackend::Get()->Resize(w, h, force);
bool res = OpenGLBackend::Get()->Resize(w, h, force);
_screen.dst_ptr = this->GetVideoPointer();
return res;
}
void *VideoDriver_Win32OpenGL::GetVideoPointer()
@ -1435,6 +1456,13 @@ void *VideoDriver_Win32OpenGL::GetVideoPointer()
return OpenGLBackend::Get()->GetVideoBuffer();
}
void VideoDriver_Win32OpenGL::ReleaseVideoPointer()
{
OpenGLBackend::Get()->ReleaseVideoBuffer(this->dirty_rect);
this->dirty_rect = {};
_screen.dst_ptr = nullptr;
}
void VideoDriver_Win32OpenGL::Paint()
{
PerformanceMeasurer framerate(PFE_VIDEO);
@ -1459,10 +1487,8 @@ void VideoDriver_Win32OpenGL::Paint()
_cur_palette.count_dirty = 0;
}
OpenGLBackend::Get()->Paint(this->dirty_rect);
OpenGLBackend::Get()->Paint();
SwapBuffers(this->dc);
this->dirty_rect = {};
}
#endif /* WITH_OPENGL */

@ -63,7 +63,7 @@ protected:
void Initialize();
bool MakeWindow(bool full_screen);
void ClientSizeChanged(int w, int h);
void ClientSizeChanged(int w, int h, bool force = false);
/** Get screen depth to use for fullscreen mode. */
virtual uint8 GetFullscreenBpp();
@ -71,6 +71,8 @@ protected:
virtual bool AllocateBackingStore(int w, int h, bool force = false) = 0;
/** Get a pointer to the video buffer. */
virtual void *GetVideoPointer() = 0;
/** Hand video buffer back to the painting backend. */
virtual void ReleaseVideoPointer() {}
/** Palette of the window has changed. */
virtual void PaletteChanged(HWND hWnd) = 0;
@ -149,6 +151,7 @@ protected:
bool AllocateBackingStore(int w, int h, bool force = false) override;
void *GetVideoPointer() override;
void ReleaseVideoPointer() override;
void PaletteChanged(HWND hWnd) override {}
const char *AllocateContext();

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