/* Copyright (c) 2013-2015 Jeffrey Pfau * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "DisplayGL.h" #include #include extern "C" { #include "core/core.h" #include "core/thread.h" #ifdef BUILD_GL #include "platform/opengl/gl.h" #endif #if !defined(_WIN32) || defined(USE_EPOXY) #include "platform/opengl/gles2.h" #ifdef _WIN32 #include #endif #endif } using namespace QGBA; DisplayGL::DisplayGL(const QGLFormat& format, QWidget* parent) : Display(parent) , m_isDrawing(false) , m_gl(new EmptyGLWidget(format, this)) , m_drawThread(nullptr) , m_context(nullptr) { m_painter = new PainterGL(format.majorVersion() < 2 ? 1 : m_gl->format().majorVersion(), m_gl); m_gl->setMouseTracking(true); m_gl->setAttribute(Qt::WA_TransparentForMouseEvents); // This doesn't seem to work? } DisplayGL::~DisplayGL() { delete m_painter; } bool DisplayGL::supportsShaders() const { return m_painter->supportsShaders(); } VideoShader* DisplayGL::shaders() { VideoShader* shaders = nullptr; if (m_drawThread) { QMetaObject::invokeMethod(m_painter, "shaders", Qt::BlockingQueuedConnection, Q_RETURN_ARG(VideoShader*, shaders)); } else { shaders = m_painter->shaders(); } return shaders; } void DisplayGL::startDrawing(mCoreThread* thread) { if (m_drawThread) { return; } m_isDrawing = true; m_painter->setContext(thread); m_painter->setMessagePainter(messagePainter()); m_context = thread; m_painter->resize(size()); m_gl->move(0, 0); m_drawThread = new QThread(this); m_drawThread->setObjectName("Painter Thread"); m_gl->context()->doneCurrent(); m_gl->context()->moveToThread(m_drawThread); m_painter->moveToThread(m_drawThread); connect(m_drawThread, SIGNAL(started()), m_painter, SLOT(start())); m_drawThread->start(); mCoreSyncSetVideoSync(&m_context->sync, false); lockAspectRatio(isAspectRatioLocked()); filter(isFiltered()); messagePainter()->resize(size(), isAspectRatioLocked(), devicePixelRatio()); resizePainter(); } void DisplayGL::stopDrawing() { if (m_drawThread) { m_isDrawing = false; if (mCoreThreadIsActive(m_context)) { mCoreThreadInterrupt(m_context); } QMetaObject::invokeMethod(m_painter, "stop", Qt::BlockingQueuedConnection); m_drawThread->exit(); m_drawThread = nullptr; if (mCoreThreadIsActive(m_context)) { mCoreThreadContinue(m_context); } } } void DisplayGL::pauseDrawing() { if (m_drawThread) { m_isDrawing = false; if (mCoreThreadIsActive(m_context)) { mCoreThreadInterrupt(m_context); } QMetaObject::invokeMethod(m_painter, "pause", Qt::BlockingQueuedConnection); if (mCoreThreadIsActive(m_context)) { mCoreThreadContinue(m_context); } } } void DisplayGL::unpauseDrawing() { if (m_drawThread) { m_isDrawing = true; if (mCoreThreadIsActive(m_context)) { mCoreThreadInterrupt(m_context); } QMetaObject::invokeMethod(m_painter, "unpause", Qt::BlockingQueuedConnection); if (mCoreThreadIsActive(m_context)) { mCoreThreadContinue(m_context); } } } void DisplayGL::forceDraw() { if (m_drawThread) { QMetaObject::invokeMethod(m_painter, "forceDraw"); } } void DisplayGL::lockAspectRatio(bool lock) { Display::lockAspectRatio(lock); if (m_drawThread) { QMetaObject::invokeMethod(m_painter, "lockAspectRatio", Q_ARG(bool, lock)); } } void DisplayGL::filter(bool filter) { Display::filter(filter); if (m_drawThread) { QMetaObject::invokeMethod(m_painter, "filter", Q_ARG(bool, filter)); } } void DisplayGL::framePosted(const uint32_t* buffer) { if (m_drawThread && buffer) { m_painter->enqueue(buffer); QMetaObject::invokeMethod(m_painter, "draw"); } } void DisplayGL::setShaders(struct VDir* shaders) { if (m_drawThread) { QMetaObject::invokeMethod(m_painter, "setShaders", Qt::BlockingQueuedConnection, Q_ARG(struct VDir*, shaders)); } else { m_painter->setShaders(shaders); } } void DisplayGL::clearShaders() { QMetaObject::invokeMethod(m_painter, "clearShaders"); } void DisplayGL::resizeEvent(QResizeEvent* event) { Display::resizeEvent(event); resizePainter(); } void DisplayGL::resizePainter() { m_gl->resize(size()); if (m_drawThread) { QMetaObject::invokeMethod(m_painter, "resize", Qt::BlockingQueuedConnection, Q_ARG(QSize, size())); } } PainterGL::PainterGL(int majorVersion, QGLWidget* parent) : m_gl(parent) , m_active(false) , m_started(false) , m_context(nullptr) , m_shader{} , m_backend(nullptr) , m_messagePainter(nullptr) { #ifdef BUILD_GL mGLContext* glBackend; #endif #if !defined(_WIN32) || defined(USE_EPOXY) mGLES2Context* gl2Backend; #endif #if !defined(_WIN32) || defined(USE_EPOXY) if (majorVersion >= 2) { gl2Backend = new mGLES2Context; mGLES2ContextCreate(gl2Backend); m_backend = &gl2Backend->d; m_supportsShaders = true; } #endif #ifdef BUILD_GL if (!m_backend) { glBackend = new mGLContext; mGLContextCreate(glBackend); m_backend = &glBackend->d; m_supportsShaders = false; } #endif m_backend->swap = [](VideoBackend* v) { PainterGL* painter = static_cast(v->user); painter->m_gl->swapBuffers(); }; m_gl->makeCurrent(); #if defined(_WIN32) && defined(USE_EPOXY) epoxy_handle_external_wglMakeCurrent(); #endif m_backend->init(m_backend, reinterpret_cast(m_gl->winId())); #if !defined(_WIN32) || defined(USE_EPOXY) if (m_supportsShaders) { m_shader.preprocessShader = static_cast(&reinterpret_cast(m_backend)->initialShader); } #endif m_gl->doneCurrent(); m_backend->user = this; m_backend->filter = false; m_backend->lockAspectRatio = false; for (int i = 0; i < 2; ++i) { m_free.append(new uint32_t[256 * 256]); } } PainterGL::~PainterGL() { while (!m_queue.isEmpty()) { delete[] m_queue.dequeue(); } for (auto item : m_free) { delete[] item; } m_gl->makeCurrent(); #if defined(_WIN32) && defined(USE_EPOXY) epoxy_handle_external_wglMakeCurrent(); #endif #if !defined(_WIN32) || defined(USE_EPOXY) if (m_shader.passes) { mGLES2ShaderFree(&m_shader); } #endif m_backend->deinit(m_backend); m_gl->doneCurrent(); delete m_backend; m_backend = nullptr; } void PainterGL::setContext(mCoreThread* context) { m_context = context; if (!context) { return; } m_gl->makeCurrent(); #if defined(_WIN32) && defined(USE_EPOXY) epoxy_handle_external_wglMakeCurrent(); #endif unsigned width, height; context->core->desiredVideoDimensions(context->core, &width, &height); m_backend->setDimensions(m_backend, width, height); m_gl->doneCurrent(); } void PainterGL::setMessagePainter(MessagePainter* messagePainter) { m_messagePainter = messagePainter; } void PainterGL::resize(const QSize& size) { m_size = size; if (m_started && !m_active) { forceDraw(); } } void PainterGL::lockAspectRatio(bool lock) { m_backend->lockAspectRatio = lock; if (m_started && !m_active) { forceDraw(); } } void PainterGL::filter(bool filter) { m_backend->filter = filter; if (m_started && !m_active) { forceDraw(); } } void PainterGL::start() { m_gl->makeCurrent(); #if defined(_WIN32) && defined(USE_EPOXY) epoxy_handle_external_wglMakeCurrent(); #endif #if !defined(_WIN32) || defined(USE_EPOXY) if (m_supportsShaders && m_shader.passes) { mGLES2ShaderAttach(reinterpret_cast(m_backend), static_cast(m_shader.passes), m_shader.nPasses); } #endif m_gl->doneCurrent(); m_active = true; m_started = true; } void PainterGL::draw() { if (m_queue.isEmpty() || !mCoreThreadIsActive(m_context)) { return; } if (mCoreSyncWaitFrameStart(&m_context->sync) || !m_queue.isEmpty()) { dequeue(); mCoreSyncWaitFrameEnd(&m_context->sync); m_painter.begin(m_gl->context()->device()); performDraw(); m_painter.end(); m_backend->swap(m_backend); } else { mCoreSyncWaitFrameEnd(&m_context->sync); } if (!m_queue.isEmpty()) { QMetaObject::invokeMethod(this, "draw", Qt::QueuedConnection); } } void PainterGL::forceDraw() { m_painter.begin(m_gl->context()->device()); performDraw(); m_painter.end(); m_backend->swap(m_backend); } void PainterGL::stop() { m_active = false; m_started = false; m_gl->makeCurrent(); #if defined(_WIN32) && defined(USE_EPOXY) epoxy_handle_external_wglMakeCurrent(); #endif dequeueAll(); m_backend->clear(m_backend); m_backend->swap(m_backend); m_gl->doneCurrent(); m_gl->context()->moveToThread(m_gl->thread()); moveToThread(m_gl->thread()); } void PainterGL::pause() { m_active = false; } void PainterGL::unpause() { m_active = true; } void PainterGL::performDraw() { m_painter.beginNativePainting(); float r = m_gl->devicePixelRatio(); m_backend->resized(m_backend, m_size.width() * r, m_size.height() * r); m_backend->drawFrame(m_backend); m_painter.endNativePainting(); if (m_messagePainter) { m_messagePainter->paint(&m_painter); } } void PainterGL::enqueue(const uint32_t* backing) { m_mutex.lock(); uint32_t* buffer; if (m_free.isEmpty()) { buffer = m_queue.dequeue(); } else { buffer = m_free.takeLast(); } unsigned width, height; m_context->core->desiredVideoDimensions(m_context->core, &width, &height); memcpy(buffer, backing, width * height * BYTES_PER_PIXEL); m_queue.enqueue(buffer); m_mutex.unlock(); } void PainterGL::dequeue() { m_mutex.lock(); if (m_queue.isEmpty()) { m_mutex.unlock(); return; } uint32_t* buffer = m_queue.dequeue(); m_backend->postFrame(m_backend, buffer); m_free.append(buffer); m_mutex.unlock(); } void PainterGL::dequeueAll() { uint32_t* buffer = 0; m_mutex.lock(); while (!m_queue.isEmpty()) { buffer = m_queue.dequeue(); m_free.append(buffer); } if (buffer) { m_backend->postFrame(m_backend, buffer); } m_mutex.unlock(); } void PainterGL::setShaders(struct VDir* dir) { if (!supportsShaders()) { return; } #if !defined(_WIN32) || defined(USE_EPOXY) m_gl->makeCurrent(); #if defined(_WIN32) && defined(USE_EPOXY) epoxy_handle_external_wglMakeCurrent(); #endif if (m_shader.passes) { mGLES2ShaderDetach(reinterpret_cast(m_backend)); mGLES2ShaderFree(&m_shader); } mGLES2ShaderLoad(&m_shader, dir); if (m_started) { mGLES2ShaderAttach(reinterpret_cast(m_backend), static_cast(m_shader.passes), m_shader.nPasses); } m_gl->doneCurrent(); #endif } void PainterGL::clearShaders() { if (!supportsShaders()) { return; } #if !defined(_WIN32) || defined(USE_EPOXY) m_gl->makeCurrent(); #if defined(_WIN32) && defined(USE_EPOXY) epoxy_handle_external_wglMakeCurrent(); #endif if (m_shader.passes) { mGLES2ShaderDetach(reinterpret_cast(m_backend)); mGLES2ShaderFree(&m_shader); } m_gl->doneCurrent(); #endif } VideoShader* PainterGL::shaders() { return &m_shader; }