Duckstation/src/duckstation-qt/openglhostdisplay.cpp
Connor McLaughlin 0e3fdebb11 Qt: Don't set native window to GL surface
Might be related to the GLX crashes some people are experiencing...
2020-06-18 03:10:33 +10:00

443 lines
13 KiB
C++

#include "openglhostdisplay.h"
#include "common/assert.h"
#include "common/log.h"
#include "imgui.h"
#include "qtdisplaywidget.h"
#include "qthostinterface.h"
#include <QtCore/QDebug>
#include <QtGui/QGuiApplication>
#include <QtGui/QKeyEvent>
#include <QtGui/QWindow>
#include <array>
#include <imgui_impl_opengl3.h>
#if !defined(WIN32) && !defined(APPLE)
#include <qpa/qplatformnativeinterface.h>
#endif
#include <tuple>
Log_SetChannel(OpenGLHostDisplay);
class OpenGLDisplayWidgetTexture : public HostDisplayTexture
{
public:
OpenGLDisplayWidgetTexture(GLuint id, u32 width, u32 height) : m_id(id), m_width(width), m_height(height) {}
~OpenGLDisplayWidgetTexture() override { glDeleteTextures(1, &m_id); }
void* GetHandle() const override { return reinterpret_cast<void*>(static_cast<uintptr_t>(m_id)); }
u32 GetWidth() const override { return m_width; }
u32 GetHeight() const override { return m_height; }
GLuint GetGLID() const { return m_id; }
static std::unique_ptr<OpenGLDisplayWidgetTexture> Create(u32 width, u32 height, const void* initial_data,
u32 initial_data_stride)
{
GLuint id;
glGenTextures(1, &id);
GLint old_texture_binding = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_texture_binding);
// TODO: Set pack width
Assert(!initial_data || initial_data_stride == (width * sizeof(u32)));
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, initial_data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, id);
return std::make_unique<OpenGLDisplayWidgetTexture>(id, width, height);
}
private:
GLuint m_id;
u32 m_width;
u32 m_height;
};
OpenGLHostDisplay::OpenGLHostDisplay(QtHostInterface* host_interface) : QtHostDisplay(host_interface) {}
OpenGLHostDisplay::~OpenGLHostDisplay() = default;
HostDisplay::RenderAPI OpenGLHostDisplay::GetRenderAPI() const
{
return m_gl_context->IsGLES() ? HostDisplay::RenderAPI::OpenGLES : HostDisplay::RenderAPI::OpenGL;
}
void* OpenGLHostDisplay::GetRenderDevice() const
{
return nullptr;
}
void* OpenGLHostDisplay::GetRenderContext() const
{
return m_gl_context.get();
}
void OpenGLHostDisplay::WindowResized(s32 new_window_width, s32 new_window_height)
{
QtHostDisplay::WindowResized(new_window_width, new_window_height);
m_gl_context->ResizeSurface(static_cast<u32>(new_window_width), static_cast<u32>(new_window_height));
}
std::unique_ptr<HostDisplayTexture> OpenGLHostDisplay::CreateTexture(u32 width, u32 height, const void* initial_data,
u32 initial_data_stride, bool dynamic)
{
return OpenGLDisplayWidgetTexture::Create(width, height, initial_data, initial_data_stride);
}
void OpenGLHostDisplay::UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height,
const void* texture_data, u32 texture_data_stride)
{
OpenGLDisplayWidgetTexture* tex = static_cast<OpenGLDisplayWidgetTexture*>(texture);
Assert((texture_data_stride % sizeof(u32)) == 0);
GLint old_texture_binding = 0, old_alignment = 0, old_row_length = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_texture_binding);
glGetIntegerv(GL_UNPACK_ALIGNMENT, &old_alignment);
glGetIntegerv(GL_UNPACK_ROW_LENGTH, &old_row_length);
glBindTexture(GL_TEXTURE_2D, tex->GetGLID());
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_ROW_LENGTH, texture_data_stride / sizeof(u32));
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, texture_data);
glPixelStorei(GL_UNPACK_ALIGNMENT, old_alignment);
glPixelStorei(GL_UNPACK_ROW_LENGTH, old_row_length);
glBindTexture(GL_TEXTURE_2D, old_texture_binding);
}
bool OpenGLHostDisplay::DownloadTexture(const void* texture_handle, u32 x, u32 y, u32 width, u32 height, void* out_data,
u32 out_data_stride)
{
GLint old_alignment = 0, old_row_length = 0;
glGetIntegerv(GL_PACK_ALIGNMENT, &old_alignment);
glGetIntegerv(GL_PACK_ROW_LENGTH, &old_row_length);
glPixelStorei(GL_PACK_ALIGNMENT, sizeof(u32));
glPixelStorei(GL_PACK_ROW_LENGTH, out_data_stride / sizeof(u32));
const GLuint texture = static_cast<GLuint>(reinterpret_cast<uintptr_t>(texture_handle));
GL::Texture::GetTextureSubImage(texture, 0, x, y, 0, width, height, 1, GL_RGBA, GL_UNSIGNED_BYTE,
height * out_data_stride, out_data);
glPixelStorei(GL_PACK_ALIGNMENT, old_alignment);
glPixelStorei(GL_PACK_ROW_LENGTH, old_row_length);
return true;
}
void OpenGLHostDisplay::SetVSync(bool enabled)
{
// Window framebuffer has to be bound to call SetSwapInterval.
GLint current_fbo = 0;
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &current_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
m_gl_context->SetSwapInterval(enabled ? 1 : 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, current_fbo);
}
const char* OpenGLHostDisplay::GetGLSLVersionString() const
{
if (m_gl_context->IsGLES())
{
if (GLAD_GL_ES_VERSION_3_0)
return "#version 300 es";
else
return "#version 100";
}
else
{
if (GLAD_GL_VERSION_3_3)
return "#version 330";
else
return "#version 130";
}
}
std::string OpenGLHostDisplay::GetGLSLVersionHeader() const
{
std::string header = GetGLSLVersionString();
header += "\n\n";
if (m_gl_context->IsGLES())
{
header += "precision highp float;\n";
header += "precision highp int;\n\n";
}
return header;
}
static void APIENTRY GLDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
const GLchar* message, const void* userParam)
{
switch (severity)
{
case GL_DEBUG_SEVERITY_HIGH_KHR:
Log_ErrorPrintf(message);
break;
case GL_DEBUG_SEVERITY_MEDIUM_KHR:
Log_WarningPrint(message);
break;
case GL_DEBUG_SEVERITY_LOW_KHR:
Log_InfoPrintf(message);
break;
case GL_DEBUG_SEVERITY_NOTIFICATION:
// Log_DebugPrint(message);
break;
}
}
bool OpenGLHostDisplay::hasDeviceContext() const
{
return static_cast<bool>(m_gl_context);
}
WindowInfo OpenGLHostDisplay::getWindowInfo() const
{
WindowInfo wi;
// Windows and Apple are easy here since there's no display connection.
#if defined(WIN32)
wi.type = WindowInfo::Type::Win32;
wi.window_handle = reinterpret_cast<void*>(m_widget->winId());
#elif defined(__APPLE__)
wi.type = WindowInfo::Type::MacOS;
wi.window_handle = reinterpret_cast<void*>(m_widget->winId());
#else
QPlatformNativeInterface* pni = QGuiApplication::platformNativeInterface();
const QString platform_name = QGuiApplication::platformName();
if (platform_name == QStringLiteral("xcb"))
{
wi.type = WindowInfo::Type::X11;
wi.display_connection = pni->nativeResourceForWindow("display", m_widget->windowHandle());
wi.window_handle = reinterpret_cast<void*>(m_widget->winId());
}
else if (platform_name == QStringLiteral("wayland"))
{
wi.type = WindowInfo::Type::Wayland;
wi.display_connection = pni->nativeResourceForWindow("display", m_widget->windowHandle());
wi.window_handle = pni->nativeResourceForWindow("surface", m_widget->windowHandle());
}
else
{
qCritical() << "Unknown PNI platform " << platform_name;
return wi;
}
#endif
wi.surface_width = m_widget->width();
wi.surface_height = m_widget->height();
wi.surface_format = WindowInfo::SurfaceFormat::RGB8;
return wi;
}
bool OpenGLHostDisplay::createDeviceContext(bool debug_device)
{
m_gl_context = GL::Context::Create(getWindowInfo());
if (!m_gl_context)
{
Log_ErrorPrintf("Failed to create any GL context");
return false;
}
return true;
}
bool OpenGLHostDisplay::initializeDeviceContext(bool debug_device)
{
if (debug_device && GLAD_GL_KHR_debug)
{
glad_glDebugMessageCallbackKHR(GLDebugCallback, nullptr);
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
}
if (!QtHostDisplay::initializeDeviceContext(debug_device))
{
m_gl_context->DoneCurrent();
return false;
}
return true;
}
bool OpenGLHostDisplay::activateDeviceContext()
{
if (!m_gl_context->MakeCurrent())
{
Log_ErrorPrintf("Failed to make GL context current");
return false;
}
return true;
}
void OpenGLHostDisplay::deactivateDeviceContext()
{
m_gl_context->DoneCurrent();
}
void OpenGLHostDisplay::destroyDeviceContext()
{
QtHostDisplay::destroyDeviceContext();
m_gl_context->DoneCurrent();
m_gl_context.reset();
}
bool OpenGLHostDisplay::createSurface()
{
m_window_width = m_widget->scaledWindowWidth();
m_window_height = m_widget->scaledWindowHeight();
emit m_widget->windowResizedEvent(m_window_width, m_window_height);
if (m_gl_context)
m_gl_context->ChangeSurface(getWindowInfo());
return true;
}
void OpenGLHostDisplay::destroySurface() {}
bool OpenGLHostDisplay::createImGuiContext()
{
if (!QtHostDisplay::createImGuiContext())
return false;
if (!ImGui_ImplOpenGL3_Init(GetGLSLVersionString()))
return false;
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
return true;
}
void OpenGLHostDisplay::destroyImGuiContext()
{
ImGui_ImplOpenGL3_Shutdown();
QtHostDisplay::destroyImGuiContext();
}
bool OpenGLHostDisplay::createDeviceResources()
{
static constexpr char fullscreen_quad_vertex_shader[] = R"(
uniform vec4 u_src_rect;
out vec2 v_tex0;
void main()
{
vec2 pos = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
v_tex0 = u_src_rect.xy + pos * u_src_rect.zw;
gl_Position = vec4(pos * vec2(2.0f, -2.0f) + vec2(-1.0f, 1.0f), 0.0f, 1.0f);
}
)";
static constexpr char display_fragment_shader[] = R"(
uniform sampler2D samp0;
in vec2 v_tex0;
out vec4 o_col0;
void main()
{
o_col0 = vec4(texture(samp0, v_tex0).rgb, 1.0);
}
)";
if (!m_display_program.Compile(GetGLSLVersionHeader() + fullscreen_quad_vertex_shader, {},
GetGLSLVersionHeader() + display_fragment_shader))
{
Log_ErrorPrintf("Failed to compile display shaders");
return false;
}
if (!m_gl_context->IsGLES())
m_display_program.BindFragData(0, "o_col0");
if (!m_display_program.Link())
{
Log_ErrorPrintf("Failed to link display program");
return false;
}
m_display_program.Bind();
m_display_program.RegisterUniform("u_src_rect");
m_display_program.RegisterUniform("samp0");
m_display_program.Uniform1i(1, 0);
glGenVertexArrays(1, &m_display_vao);
// samplers
glGenSamplers(1, &m_display_nearest_sampler);
glSamplerParameteri(m_display_nearest_sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(m_display_nearest_sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenSamplers(1, &m_display_linear_sampler);
glSamplerParameteri(m_display_linear_sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(m_display_linear_sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
return true;
}
void OpenGLHostDisplay::destroyDeviceResources()
{
QtHostDisplay::destroyDeviceResources();
if (m_display_vao != 0)
glDeleteVertexArrays(1, &m_display_vao);
if (m_display_linear_sampler != 0)
glDeleteSamplers(1, &m_display_linear_sampler);
if (m_display_nearest_sampler != 0)
glDeleteSamplers(1, &m_display_nearest_sampler);
m_display_program.Destroy();
}
void OpenGLHostDisplay::Render()
{
glDisable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
renderDisplay();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
m_gl_context->SwapBuffers();
ImGui::NewFrame();
ImGui_ImplOpenGL3_NewFrame();
GL::Program::ResetLastProgram();
}
void OpenGLHostDisplay::renderDisplay()
{
if (!m_display_texture_handle)
return;
const auto [vp_left, vp_top, vp_width, vp_height] =
CalculateDrawRect(m_window_width, m_window_height, m_display_top_margin);
glViewport(vp_left, m_window_height - (m_display_top_margin + vp_top) - vp_height, vp_width, vp_height);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDepthMask(GL_FALSE);
m_display_program.Bind();
m_display_program.Uniform4f(
0, static_cast<float>(m_display_texture_view_x) / static_cast<float>(m_display_texture_width),
static_cast<float>(m_display_texture_view_y) / static_cast<float>(m_display_texture_height),
(static_cast<float>(m_display_texture_view_width) - 0.5f) / static_cast<float>(m_display_texture_width),
(static_cast<float>(m_display_texture_view_height) + 0.5f) / static_cast<float>(m_display_texture_height));
glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(reinterpret_cast<uintptr_t>(m_display_texture_handle)));
glBindSampler(0, m_display_linear_filtering ? m_display_linear_sampler : m_display_nearest_sampler);
glBindVertexArray(m_display_vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindSampler(0, 0);
}