bsnes/ruby/video/glx.cpp
Tim Allen b42ab2fcb3 Update to v095r02 release.
byuu says:

Aspect correction is fixed now. Works way better than in v095 official.

It's still force-enabled in fullscreen mode. The idea of disabling it is
that it looks bad at 2x scale. But when you're fullscreen with a minimum
of 4x scale, there's no reason not to enable it.

It won't turn on at all for GB/C/A anymore. And I dropped the cute
attempt at making the aspect prettier on 2560x1600 monitors, so it'll be
the stock 8:7 across the board now for S/NES.

Also, the aspect correction will affect the window even when a game's
not loaded now, so the size won't bounce around as you change games in
windowed mode between GB/C/A and S/NES.

...

I also enhanced the ruby/glx driver. It won't crash if OpenGL 3.2 isn't
available anymore (fails safely ... had to capture the Xlib error
handler to suppress that), and it defaults to the MESA glXSwapInterval
before the SGI version. Because apparently the MESA version defines the
SGI version, but makes it a no-op. What. The. Fuck. right? But whatever,
reordering the enumerations fixes the ability to toggle Vsync on AMD
GPUs now.

...

Video shaders are back again. If you are using the OpenGL driver, you'll
see a "Video Shaders" menu beneath the "Video Filters" menu (couldn't
merge it with the filters due to hiro now constructing menu ordering
inside the header files. This works fine though.)

You want either "higan.exe" + "Video Shaders/" or "~/.local/bin/tomoko"
+ "~/.local/tomoko/Video Shaders/"
2015-11-10 22:07:34 +11:00

250 lines
8.3 KiB
C++

#include "opengl/opengl.hpp"
#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091
#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092
auto VideoGLX_X11ErrorHandler(Display*, XErrorEvent*) -> int {
return 0; //suppress errors
}
struct VideoGLX : Video, OpenGL {
~VideoGLX() { term(); }
auto (*glXSwapInterval)(signed) -> signed = nullptr;
Display* display = nullptr;
signed screen = 0;
Window xwindow = 0;
Colormap colormap = 0;
GLXContext glxcontext = nullptr;
GLXWindow glxwindow = 0;
struct {
signed versionMajor = 0;
signed versionMinor = 0;
bool doubleBuffer = false;
bool isDirect = false;
} glx;
struct {
Window handle = 0;
bool synchronize = false;
unsigned depth = 24;
unsigned filter = 1; //linear
string shader;
} settings;
auto cap(const string& name) -> bool {
if(name == Video::Handle) return true;
if(name == Video::Synchronize) return true;
if(name == Video::Depth) return true;
if(name == Video::Filter) return true;
if(name == Video::Shader) return true;
return false;
}
auto get(const string& name) -> any {
if(name == Video::Handle) return (uintptr_t)settings.handle;
if(name == Video::Synchronize) return settings.synchronize;
if(name == Video::Depth) return settings.depth;
if(name == Video::Filter) return settings.filter;
if(name == Video::Shader) return settings.shader;
return {};
}
auto set(const string& name, const any& value) -> bool {
if(name == Video::Handle && value.is<uintptr_t>()) {
settings.handle = value.get<uintptr_t>();
return true;
}
if(name == Video::Synchronize && value.is<bool>()) {
if(settings.synchronize != value.get<bool>()) {
settings.synchronize = value.get<bool>();
if(glXSwapInterval) glXSwapInterval(settings.synchronize);
return true;
}
}
if(name == Video::Depth && value.is<unsigned>()) {
unsigned depth = value.get<unsigned>();
if(depth > DefaultDepth(display, screen)) return false;
switch(depth) {
case 24: inputFormat = GL_RGBA8; break;
case 30: inputFormat = GL_RGB10_A2; break;
default: return false;
}
settings.depth = depth;
return true;
}
if(name == Video::Filter && value.is<unsigned>()) {
settings.filter = value.get<unsigned>();
if(settings.shader.empty()) OpenGL::filter = settings.filter ? GL_LINEAR : GL_NEAREST;
return true;
}
if(name == Video::Shader && value.is<string>()) {
settings.shader = value.get<string>();
OpenGL::shader(settings.shader);
if(settings.shader.empty()) OpenGL::filter = settings.filter ? GL_LINEAR : GL_NEAREST;
return true;
}
return false;
}
auto lock(uint32_t*& data, unsigned& pitch, unsigned width, unsigned height) -> bool {
OpenGL::size(width, height);
return OpenGL::lock(data, pitch);
}
auto unlock() -> void {
}
auto clear() -> void {
OpenGL::clear();
if(glx.doubleBuffer) glXSwapBuffers(display, glxwindow);
}
auto refresh() -> void {
//we must ensure that the child window is the same size as the parent window.
//unfortunately, we cannot hook the parent window resize event notification,
//as we did not create the parent window, nor have any knowledge of the toolkit used.
//therefore, inelegant as it may be, we query each window size and resize as needed.
XWindowAttributes parent, child;
XGetWindowAttributes(display, settings.handle, &parent);
XGetWindowAttributes(display, xwindow, &child);
if(child.width != parent.width || child.height != parent.height) {
XResizeWindow(display, xwindow, parent.width, parent.height);
}
outputWidth = parent.width, outputHeight = parent.height;
OpenGL::refresh();
if(glx.doubleBuffer) glXSwapBuffers(display, glxwindow);
}
auto init() -> bool {
display = XOpenDisplay(0);
screen = DefaultScreen(display);
//require GLX 1.2+ API
glXQueryVersion(display, &glx.versionMajor, &glx.versionMinor);
if(glx.versionMajor < 1 || (glx.versionMajor == 1 && glx.versionMinor < 2)) return false;
XWindowAttributes windowAttributes;
XGetWindowAttributes(display, settings.handle, &windowAttributes);
//let GLX determine the best Visual to use for GL output; provide a few hints
//note: some video drivers will override double buffering attribute
signed attributeList[] = {
GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
GLX_RENDER_TYPE, GLX_RGBA_BIT,
GLX_DOUBLEBUFFER, True,
GLX_RED_SIZE, (signed)(settings.depth / 3),
GLX_GREEN_SIZE, (signed)(settings.depth / 3) + (signed)(settings.depth % 3),
GLX_BLUE_SIZE, (signed)(settings.depth / 3),
None
};
signed fbCount = 0;
GLXFBConfig* fbConfig = glXChooseFBConfig(display, screen, attributeList, &fbCount);
if(fbCount == 0) return false;
XVisualInfo* vi = glXGetVisualFromFBConfig(display, fbConfig[0]);
//Window settings.handle 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 settings.handle.
colormap = XCreateColormap(display, RootWindow(display, vi->screen), vi->visual, AllocNone);
XSetWindowAttributes attributes;
attributes.colormap = colormap;
attributes.border_pixel = 0;
xwindow = XCreateWindow(display, /* parent = */ settings.handle,
/* x = */ 0, /* y = */ 0, windowAttributes.width, windowAttributes.height,
/* border_width = */ 0, vi->depth, InputOutput, vi->visual,
CWColormap | CWBorderPixel, &attributes);
XSetWindowBackground(display, xwindow, /* color = */ 0);
XMapWindow(display, xwindow);
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, vi, /* sharelist = */ 0, /* direct = */ GL_TRUE);
glXMakeCurrent(display, glxwindow = xwindow, glxcontext);
//glXSwapInterval is used to toggle Vsync
//note that the ordering is very important! MESA declares SGI, but the SGI function does nothing
glXSwapInterval = (signed (*)(signed))glGetProcAddress("glXSwapIntervalEXT");
if(!glXSwapInterval) glXSwapInterval = (signed (*)(signed))glGetProcAddress("glXSwapIntervalMESA");
if(!glXSwapInterval) glXSwapInterval = (signed (*)(signed))glGetProcAddress("glXSwapIntervalSGI");
if(auto glXCreateContextAttribs = (auto (*)(Display*, GLXFBConfig, GLXContext, signed, const signed*) -> GLXContext)glGetProcAddress("glXCreateContextAttribsARB")) {
signed 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(settings.synchronize);
//read attributes of frame buffer for later use, as requested attributes from above are not always granted
signed value = 0;
glXGetConfig(display, vi, GLX_DOUBLEBUFFER, &value);
glx.doubleBuffer = value;
glx.isDirect = glXIsDirect(display, glxcontext);
OpenGL::init();
return true;
}
auto term() -> void {
OpenGL::term();
if(glxcontext) {
glXDestroyContext(display, glxcontext);
glxcontext = nullptr;
}
if(xwindow) {
XUnmapWindow(display, xwindow);
xwindow = 0;
}
if(colormap) {
XFreeColormap(display, colormap);
colormap = 0;
}
if(display) {
XCloseDisplay(display);
display = nullptr;
}
}
};