mirror of
https://github.com/open-goal/jak-project.git
synced 2024-10-20 21:27:52 -04:00
4164a755b1
* scripts: remove references to non-existent script * game: fix transition from fullscreen (not borderless) to windowed * game: ensure window is position away from the corner of the display when switching from fullscreen
1008 lines
32 KiB
C++
1008 lines
32 KiB
C++
/*!
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* @file opengl.cpp
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* Lower-level OpenGL interface. No actual rendering is performed here!
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*/
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#include "opengl.h"
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#include <condition_variable>
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#include <memory>
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#include <mutex>
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#include "common/dma/dma_copy.h"
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#include "common/global_profiler/GlobalProfiler.h"
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#include "common/goal_constants.h"
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#include "common/log/log.h"
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#include "common/util/FileUtil.h"
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#include "common/util/FrameLimiter.h"
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#include "common/util/Timer.h"
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#include "common/util/compress.h"
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#include "game/graphics/display.h"
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#include "game/graphics/gfx.h"
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#include "game/graphics/opengl_renderer/OpenGLRenderer.h"
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#include "game/graphics/opengl_renderer/debug_gui.h"
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#include "game/graphics/texture/TexturePool.h"
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#include "game/runtime.h"
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#include "game/system/newpad.h"
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#include "third-party/imgui/imgui.h"
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#include "third-party/imgui/imgui_impl_glfw.h"
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#include "third-party/imgui/imgui_impl_opengl3.h"
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#define STBI_WINDOWS_UTF8
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#include "third-party/stb_image/stb_image.h"
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namespace {
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constexpr bool run_dma_copy = false;
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struct GraphicsData {
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// vsync
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std::mutex sync_mutex;
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std::condition_variable sync_cv;
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// dma chain transfer
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std::mutex dma_mutex;
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std::condition_variable dma_cv;
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u64 frame_idx = 0;
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u64 frame_idx_of_input_data = 0;
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bool has_data_to_render = false;
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FixedChunkDmaCopier dma_copier;
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// texture pool
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std::shared_ptr<TexturePool> texture_pool;
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std::shared_ptr<Loader> loader;
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// temporary opengl renderer
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OpenGLRenderer ogl_renderer;
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OpenGlDebugGui debug_gui;
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FrameLimiter frame_limiter;
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Timer engine_timer;
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double last_engine_time = 1. / 60.;
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float pmode_alp = 0.f;
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std::string imgui_log_filename, imgui_filename;
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GameVersion version;
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GraphicsData(GameVersion version)
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: dma_copier(EE_MAIN_MEM_SIZE),
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texture_pool(std::make_shared<TexturePool>()),
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loader(std::make_shared<Loader>(file_util::get_jak_project_dir() / "out" /
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game_version_names[version] / "fr3")),
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ogl_renderer(texture_pool, loader),
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version(version) {}
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};
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std::unique_ptr<GraphicsData> g_gfx_data;
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bool is_cursor_position_valid = false;
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double last_cursor_x_position = 0;
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double last_cursor_y_position = 0;
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struct {
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bool callbacks_registered = false;
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GLFWmonitor** monitors;
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int monitor_count;
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} g_glfw_state;
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void SetGlobalGLFWCallbacks() {
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if (g_glfw_state.callbacks_registered) {
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lg::warn("Global GLFW callbacks were already registered!");
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}
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// Get initial state
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g_glfw_state.monitors = glfwGetMonitors(&g_glfw_state.monitor_count);
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// Listen for events
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glfwSetMonitorCallback([](GLFWmonitor* /*monitor*/, int /*event*/) {
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// Reload monitor list
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g_glfw_state.monitors = glfwGetMonitors(&g_glfw_state.monitor_count);
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});
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g_glfw_state.callbacks_registered = true;
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}
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void ClearGlobalGLFWCallbacks() {
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if (!g_glfw_state.callbacks_registered) {
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return;
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}
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glfwSetMonitorCallback(NULL);
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g_glfw_state.callbacks_registered = false;
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}
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void ErrorCallback(int err, const char* msg) {
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lg::error("GLFW ERR {}: {}", err, std::string(msg));
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}
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bool HasError() {
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const char* ptr;
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if (glfwGetError(&ptr) != GLFW_NO_ERROR) {
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lg::error("glfw error: {}", ptr);
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return true;
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} else {
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return false;
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}
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}
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} // namespace
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static bool gl_inited = false;
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static int gl_init(GfxSettings& settings) {
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if (glfwSetErrorCallback(ErrorCallback) != NULL) {
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lg::warn("glfwSetErrorCallback has been re-set!");
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}
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if (glfwInit() == GLFW_FALSE) {
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lg::error("glfwInit error");
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return 1;
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}
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// request an OpenGL 4.3 Core context
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); // 4.3
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // core profile, not compat
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// debug check
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if (settings.debug) {
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE);
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} else {
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_FALSE);
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}
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glfwWindowHint(GLFW_DOUBLEBUFFER, GLFW_TRUE);
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return 0;
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}
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static void gl_exit() {
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ClearGlobalGLFWCallbacks();
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g_gfx_data.reset();
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glfwTerminate();
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glfwSetErrorCallback(NULL);
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gl_inited = false;
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}
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static std::shared_ptr<GfxDisplay> gl_make_display(int width,
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int height,
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const char* title,
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GfxSettings& /*settings*/,
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GameVersion game_version,
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bool is_main) {
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GLFWwindow* window = glfwCreateWindow(width, height, title, NULL, NULL);
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if (!window) {
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lg::error("gl_make_display failed - Could not create display window");
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return NULL;
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}
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glfwMakeContextCurrent(window);
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if (!gl_inited) {
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gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
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if (!gladLoadGL()) {
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lg::error("GL init fail");
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return NULL;
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}
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g_gfx_data = std::make_unique<GraphicsData>(game_version);
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gl_inited = true;
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}
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// window icon
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std::string image_path =
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(file_util::get_jak_project_dir() / "game" / "assets" / "appicon.png").string();
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GLFWimage images[1];
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auto load_result = stbi_load(image_path.c_str(), &images[0].width, &images[0].height, 0, 4);
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if (load_result) {
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images[0].pixels = load_result; // rgba channels
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glfwSetWindowIcon(window, 1, images);
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stbi_image_free(images[0].pixels);
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} else {
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lg::error("Could not load icon for OpenGL window");
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}
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SetGlobalGLFWCallbacks();
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Pad::initialize();
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if (HasError()) {
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lg::error("gl_make_display error");
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return NULL;
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}
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auto display = std::make_shared<GLDisplay>(window, is_main);
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display->set_imgui_visible(Gfx::get_debug_menu_visible_on_startup());
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display->update_cursor_visibility(window, display->is_imgui_visible());
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// lg::debug("init display #x{:x}", (uintptr_t)display);
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// setup imgui
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// check that version of the library is okay
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IMGUI_CHECKVERSION();
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// this does initialization for stuff like the font data
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ImGui::CreateContext();
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// Init ImGui settings
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g_gfx_data->imgui_filename = file_util::get_file_path({"imgui.ini"});
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g_gfx_data->imgui_log_filename = file_util::get_file_path({"imgui_log.txt"});
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ImGuiIO& io = ImGui::GetIO();
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io.IniFilename = g_gfx_data->imgui_filename.c_str();
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io.LogFilename = g_gfx_data->imgui_log_filename.c_str();
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// set up to get inputs for this window
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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// NOTE: imgui's setup calls functions that may fail intentionally, and attempts to disable error
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// reporting so these errors are invisible. But it does not work, and some weird X11 default
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// cursor error is set here that we clear.
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glfwGetError(NULL);
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// set up the renderer
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ImGui_ImplOpenGL3_Init("#version 430");
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return std::static_pointer_cast<GfxDisplay>(display);
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}
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GLDisplay::GLDisplay(GLFWwindow* window, bool is_main) : m_window(window) {
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m_main = is_main;
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// Get initial state
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get_position(&m_last_windowed_xpos, &m_last_windowed_ypos);
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get_size(&m_last_windowed_width, &m_last_windowed_height);
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// Listen for window-specific GLFW events
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glfwSetWindowUserPointer(window, reinterpret_cast<void*>(this));
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glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods) {
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GLDisplay* display = reinterpret_cast<GLDisplay*>(glfwGetWindowUserPointer(window));
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display->on_key(window, key, scancode, action, mods);
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});
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glfwSetMouseButtonCallback(window, [](GLFWwindow* window, int button, int action, int mode) {
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GLDisplay* display = reinterpret_cast<GLDisplay*>(glfwGetWindowUserPointer(window));
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display->on_mouse_key(window, button, action, mode);
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});
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glfwSetCursorPosCallback(window, [](GLFWwindow* window, double xposition, double yposition) {
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GLDisplay* display = reinterpret_cast<GLDisplay*>(glfwGetWindowUserPointer(window));
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display->on_cursor_position(window, xposition, yposition);
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});
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glfwSetWindowPosCallback(window, [](GLFWwindow* window, int xpos, int ypos) {
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GLDisplay* display = reinterpret_cast<GLDisplay*>(glfwGetWindowUserPointer(window));
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display->on_window_pos(window, xpos, ypos);
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});
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glfwSetWindowSizeCallback(window, [](GLFWwindow* window, int width, int height) {
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GLDisplay* display = reinterpret_cast<GLDisplay*>(glfwGetWindowUserPointer(window));
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display->on_window_size(window, width, height);
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});
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glfwSetWindowIconifyCallback(window, [](GLFWwindow* window, int iconified) {
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GLDisplay* display = reinterpret_cast<GLDisplay*>(glfwGetWindowUserPointer(window));
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display->on_iconify(window, iconified);
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});
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}
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GLDisplay::~GLDisplay() {
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ImGuiIO& io = ImGui::GetIO();
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io.IniFilename = nullptr;
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io.LogFilename = nullptr;
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glfwSetKeyCallback(m_window, NULL);
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glfwSetWindowPosCallback(m_window, NULL);
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glfwSetWindowSizeCallback(m_window, NULL);
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glfwSetWindowIconifyCallback(m_window, NULL);
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glfwSetWindowUserPointer(m_window, nullptr);
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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glfwDestroyWindow(m_window);
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if (m_main) {
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gl_exit();
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}
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}
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void GLDisplay::update_cursor_visibility(GLFWwindow* window, bool is_visible) {
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if (Gfx::get_button_mapping().use_mouse) {
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auto cursor_mode = is_visible ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_DISABLED;
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glfwSetInputMode(window, GLFW_CURSOR, cursor_mode);
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}
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}
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void GLDisplay::on_key(GLFWwindow* window, int key, int /*scancode*/, int action, int /*mods*/) {
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if (action == GlfwKeyAction::Press) {
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// lg::debug("KEY PRESS: key: {} scancode: {} mods: {:X}", key, scancode, mods);
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Pad::OnKeyPress(key);
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} else if (action == GlfwKeyAction::Release) {
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// lg::debug("KEY RELEASE: key: {} scancode: {} mods: {:X}", key, scancode, mods);
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Pad::OnKeyRelease(key);
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if ((key == GLFW_KEY_LEFT_ALT || key == GLFW_KEY_RIGHT_ALT) &&
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glfwGetWindowAttrib(window, GLFW_FOCUSED)) {
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set_imgui_visible(!is_imgui_visible());
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update_cursor_visibility(window, is_imgui_visible());
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}
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}
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}
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void GLDisplay::on_mouse_key(GLFWwindow* window, int button, int action, int mode) {
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int key =
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button + GLFW_KEY_LAST; // Mouse button index are appended after initial GLFW keys in newpad
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if (button == GLFW_MOUSE_BUTTON_LEFT &&
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is_imgui_visible()) { // Are there any other mouse buttons we don't want to use?
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Pad::ClearKey(key);
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return;
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}
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if (action == GlfwKeyAction::Press) {
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Pad::OnKeyPress(key);
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} else if (action == GlfwKeyAction::Release) {
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Pad::OnKeyRelease(key);
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}
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}
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void GLDisplay::on_cursor_position(GLFWwindow* window, double xposition, double yposition) {
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Pad::MappingInfo mapping_info = Gfx::get_button_mapping();
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if (is_imgui_visible() || !mapping_info.use_mouse) {
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if (is_cursor_position_valid == true) {
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Pad::ClearAnalogAxisValue(mapping_info, GlfwKeyCustomAxis::CURSOR_X_AXIS);
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Pad::ClearAnalogAxisValue(mapping_info, GlfwKeyCustomAxis::CURSOR_Y_AXIS);
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is_cursor_position_valid = false;
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}
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return;
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}
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if (is_cursor_position_valid == false) {
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last_cursor_x_position = xposition;
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last_cursor_y_position = yposition;
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is_cursor_position_valid = true;
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return;
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}
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double xoffset = xposition - last_cursor_x_position;
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double yoffset = yposition - last_cursor_y_position;
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Pad::SetAnalogAxisValue(mapping_info, GlfwKeyCustomAxis::CURSOR_X_AXIS, xoffset);
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Pad::SetAnalogAxisValue(mapping_info, GlfwKeyCustomAxis::CURSOR_Y_AXIS, yoffset);
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last_cursor_x_position = xposition;
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last_cursor_y_position = yposition;
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}
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void GLDisplay::on_window_pos(GLFWwindow* /*window*/, int xpos, int ypos) {
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// only change them on a legit change, not on the initial update
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if (m_fullscreen_mode != GfxDisplayMode::ForceUpdate &&
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m_fullscreen_target_mode == GfxDisplayMode::Windowed) {
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m_last_windowed_xpos = xpos;
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m_last_windowed_ypos = ypos;
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}
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}
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void GLDisplay::on_window_size(GLFWwindow* /*window*/, int width, int height) {
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// only change them on a legit change, not on the initial update
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if (m_fullscreen_mode != GfxDisplayMode::ForceUpdate &&
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m_fullscreen_target_mode == GfxDisplayMode::Windowed) {
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m_last_windowed_width = width;
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m_last_windowed_height = height;
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}
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}
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void GLDisplay::on_iconify(GLFWwindow* /*window*/, int iconified) {
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m_minimized = iconified == GLFW_TRUE;
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}
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namespace {
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std::string make_output_file_name(const std::string& file_name) {
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file_util::create_dir_if_needed(file_util::get_file_path({"gfx_dumps"}));
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return file_util::get_file_path({"gfx_dumps", file_name});
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}
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} // namespace
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static bool endsWith(std::string_view str, std::string_view suffix) {
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return str.size() >= suffix.size() &&
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0 == str.compare(str.size() - suffix.size(), suffix.size(), suffix);
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}
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void render_game_frame(int game_width,
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int game_height,
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int window_fb_width,
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int window_fb_height,
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int draw_region_width,
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int draw_region_height,
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int msaa_samples,
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bool windows_borderless_hack) {
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// wait for a copied chain.
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bool got_chain = false;
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{
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auto p = scoped_prof("wait-for-dma");
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std::unique_lock<std::mutex> lock(g_gfx_data->dma_mutex);
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// note: there's a timeout here. If the engine is messed up and not sending us frames,
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// we still want to run the glfw loop.
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got_chain = g_gfx_data->dma_cv.wait_for(lock, std::chrono::milliseconds(50),
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[=] { return g_gfx_data->has_data_to_render; });
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}
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// render that chain.
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if (got_chain) {
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g_gfx_data->frame_idx_of_input_data = g_gfx_data->frame_idx;
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RenderOptions options;
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options.game_res_w = game_width;
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options.game_res_h = game_height;
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options.window_framebuffer_width = window_fb_width;
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options.window_framebuffer_height = window_fb_height;
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options.draw_region_width = draw_region_width;
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options.draw_region_height = draw_region_height;
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options.msaa_samples = msaa_samples;
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options.draw_render_debug_window = g_gfx_data->debug_gui.should_draw_render_debug();
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options.draw_profiler_window = g_gfx_data->debug_gui.should_draw_profiler();
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options.draw_subtitle_editor_window = g_gfx_data->debug_gui.should_draw_subtitle_editor();
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options.save_screenshot = false;
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options.gpu_sync = g_gfx_data->debug_gui.should_gl_finish();
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options.borderless_windows_hacks = windows_borderless_hack;
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if (g_gfx_data->debug_gui.get_screenshot_flag()) {
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options.save_screenshot = true;
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options.game_res_w = g_gfx_data->debug_gui.screenshot_width;
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options.game_res_h = g_gfx_data->debug_gui.screenshot_height;
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options.draw_region_width = options.game_res_w;
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options.draw_region_height = options.game_res_h;
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options.msaa_samples = g_gfx_data->debug_gui.screenshot_samples;
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}
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options.draw_small_profiler_window = g_gfx_data->debug_gui.small_profiler;
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options.pmode_alp_register = g_gfx_data->pmode_alp;
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GLint msaa_max;
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glGetIntegerv(GL_MAX_SAMPLES, &msaa_max);
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if (options.msaa_samples > msaa_max) {
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options.msaa_samples = msaa_max;
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}
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if (options.save_screenshot) {
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// ensure the screenshot has an extension
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std::string temp_path = g_gfx_data->debug_gui.screenshot_name();
|
|
if (!endsWith(temp_path, ".png")) {
|
|
temp_path += ".png";
|
|
}
|
|
options.screenshot_path = make_output_file_name(temp_path);
|
|
}
|
|
if constexpr (run_dma_copy) {
|
|
auto& chain = g_gfx_data->dma_copier.get_last_result();
|
|
g_gfx_data->ogl_renderer.render(DmaFollower(chain.data.data(), chain.start_offset), options);
|
|
} else {
|
|
auto p = scoped_prof("ogl-render");
|
|
g_gfx_data->ogl_renderer.render(DmaFollower(g_gfx_data->dma_copier.get_last_input_data(),
|
|
g_gfx_data->dma_copier.get_last_input_offset()),
|
|
options);
|
|
}
|
|
}
|
|
|
|
// before vsync, mark the chain as rendered.
|
|
{
|
|
// should be fine to remove this mutex if the game actually waits for vsync to call
|
|
// send_chain again. but let's be safe for now.
|
|
std::unique_lock<std::mutex> lock(g_gfx_data->dma_mutex);
|
|
g_gfx_data->engine_timer.start();
|
|
g_gfx_data->has_data_to_render = false;
|
|
g_gfx_data->sync_cv.notify_all();
|
|
}
|
|
}
|
|
|
|
void GLDisplay::get_position(int* x, int* y) {
|
|
std::lock_guard<std::mutex> lk(m_lock);
|
|
if (x) {
|
|
*x = m_display_state.window_pos_x;
|
|
}
|
|
if (y) {
|
|
*y = m_display_state.window_pos_y;
|
|
}
|
|
}
|
|
|
|
void GLDisplay::get_size(int* width, int* height) {
|
|
std::lock_guard<std::mutex> lk(m_lock);
|
|
if (width) {
|
|
*width = m_display_state.window_size_width;
|
|
}
|
|
if (height) {
|
|
*height = m_display_state.window_size_height;
|
|
}
|
|
}
|
|
|
|
void GLDisplay::get_scale(float* xs, float* ys) {
|
|
std::lock_guard<std::mutex> lk(m_lock);
|
|
if (xs) {
|
|
*xs = m_display_state.window_scale_x;
|
|
}
|
|
if (ys) {
|
|
*ys = m_display_state.window_scale_y;
|
|
}
|
|
}
|
|
|
|
void GLDisplay::set_size(int width, int height) {
|
|
// glfwSetWindowSize(m_window, width, height);
|
|
m_pending_size.width = width;
|
|
m_pending_size.height = height;
|
|
m_pending_size.pending = true;
|
|
|
|
if (windowed()) {
|
|
m_last_windowed_width = width;
|
|
m_last_windowed_height = height;
|
|
}
|
|
}
|
|
|
|
void GLDisplay::update_fullscreen(GfxDisplayMode mode, int screen) {
|
|
GLFWmonitor* monitor = get_monitor(screen);
|
|
|
|
switch (mode) {
|
|
case GfxDisplayMode::Windowed: {
|
|
// windowed
|
|
// TODO - display mode doesn't re-position the window
|
|
int x, y, width, height;
|
|
|
|
if (m_last_fullscreen_mode == GfxDisplayMode::Windowed) {
|
|
// windowed -> windowed, keep position and size
|
|
width = m_last_windowed_width;
|
|
height = m_last_windowed_height;
|
|
x = m_last_windowed_xpos;
|
|
y = m_last_windowed_ypos;
|
|
lg::debug("Windowed -> Windowed - x:{} | y:{}", x, y);
|
|
} else {
|
|
// fullscreen -> windowed, use last windowed size but on the monitor previously fullscreened
|
|
//
|
|
// glfwGetMonitorWorkarea will return the width/height of the scaled fullscreen window
|
|
// - for example, you full screened a 1280x720 game on a 4K monitor -- you won't get the 4k
|
|
// resolution!
|
|
//
|
|
// Additionally, the coordinates for the top left seem very weird in stacked displays (you
|
|
// get a negative Y coordinate)
|
|
int monitorX, monitorY, monitorWidth, monitorHeight;
|
|
glfwGetMonitorWorkarea(monitor, &monitorX, &monitorY, &monitorWidth, &monitorHeight);
|
|
|
|
width = m_last_windowed_width;
|
|
height = m_last_windowed_height;
|
|
if (monitorX < 0) {
|
|
x = monitorX - 50;
|
|
} else {
|
|
x = monitorX + 50;
|
|
}
|
|
if (monitorY < 0) {
|
|
y = monitorY - 50;
|
|
} else {
|
|
y = monitorY + 50;
|
|
}
|
|
lg::debug("FS -> Windowed screen: {} - x:{}:{}/{} | y:{}:{}/{}", screen, monitorX, x, width,
|
|
monitorY, y, height);
|
|
}
|
|
|
|
glfwSetWindowAttrib(m_window, GLFW_DECORATED, GLFW_TRUE);
|
|
glfwSetWindowFocusCallback(m_window, NULL);
|
|
glfwSetWindowAttrib(m_window, GLFW_FLOATING, GLFW_FALSE);
|
|
glfwSetWindowMonitor(m_window, NULL, x, y, width, height, GLFW_DONT_CARE);
|
|
} break;
|
|
case GfxDisplayMode::Fullscreen: {
|
|
// TODO - when transitioning from fullscreen to windowed, it will use the old primary display
|
|
// which is to say, dragging the window to a different monitor won't update the used display
|
|
// fullscreen
|
|
const GLFWvidmode* vmode = glfwGetVideoMode(monitor);
|
|
glfwSetWindowAttrib(m_window, GLFW_DECORATED, GLFW_FALSE);
|
|
glfwSetWindowFocusCallback(m_window, NULL);
|
|
glfwSetWindowAttrib(m_window, GLFW_FLOATING, GLFW_FALSE);
|
|
glfwSetWindowMonitor(m_window, monitor, 0, 0, vmode->width, vmode->height, GLFW_DONT_CARE);
|
|
} break;
|
|
case GfxDisplayMode::Borderless: {
|
|
// TODO - when transitioning from fullscreen to windowed, it will use the old primary display
|
|
// which is to say, dragging the window to a different monitor won't update the used display
|
|
// borderless fullscreen
|
|
int x, y;
|
|
glfwGetMonitorPos(monitor, &x, &y);
|
|
const GLFWvidmode* vmode = glfwGetVideoMode(monitor);
|
|
glfwSetWindowAttrib(m_window, GLFW_DECORATED, GLFW_FALSE);
|
|
// glfwSetWindowAttrib(m_window, GLFW_FLOATING, GLFW_TRUE);
|
|
// glfwSetWindowFocusCallback(m_window, FocusCallback);
|
|
#ifdef _WIN32
|
|
glfwSetWindowMonitor(m_window, NULL, x, y, vmode->width, vmode->height + 1, GLFW_DONT_CARE);
|
|
#else
|
|
glfwSetWindowMonitor(m_window, NULL, x, y, vmode->width, vmode->height, GLFW_DONT_CARE);
|
|
#endif
|
|
} break;
|
|
default: {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
int GLDisplay::get_screen_vmode_count() {
|
|
std::lock_guard<std::mutex> lk(m_lock);
|
|
return m_display_state.num_vmodes;
|
|
}
|
|
|
|
void GLDisplay::get_screen_size(int vmode_idx, s32* w_out, s32* h_out) {
|
|
std::lock_guard<std::mutex> lk(m_lock);
|
|
if (vmode_idx >= 0 && vmode_idx < MAX_VMODES) {
|
|
if (w_out) {
|
|
*w_out = m_display_state.vmodes[vmode_idx].width;
|
|
}
|
|
if (h_out) {
|
|
*h_out = m_display_state.vmodes[vmode_idx].height;
|
|
}
|
|
} else if (fullscreen_mode() == Fullscreen) {
|
|
if (w_out) {
|
|
*w_out = m_display_state.largest_vmode_width;
|
|
}
|
|
if (h_out) {
|
|
*h_out = m_display_state.largest_vmode_height;
|
|
}
|
|
} else {
|
|
if (w_out) {
|
|
*w_out = m_display_state.current_vmode.width;
|
|
}
|
|
if (h_out) {
|
|
*h_out = m_display_state.current_vmode.height;
|
|
}
|
|
}
|
|
}
|
|
|
|
int GLDisplay::get_screen_rate(int vmode_idx) {
|
|
std::lock_guard<std::mutex> lk(m_lock);
|
|
if (vmode_idx >= 0 && vmode_idx < MAX_VMODES) {
|
|
return m_display_state.vmodes[vmode_idx].refresh_rate;
|
|
} else if (fullscreen_mode() == GfxDisplayMode::Fullscreen) {
|
|
return m_display_state.largest_vmode_refresh_rate;
|
|
} else {
|
|
return m_display_state.current_vmode.refresh_rate;
|
|
}
|
|
}
|
|
|
|
GLFWmonitor* GLDisplay::get_monitor(int index) {
|
|
if (index < 0 || index >= g_glfw_state.monitor_count) {
|
|
// out of bounds, default to primary monitor
|
|
index = 0;
|
|
}
|
|
|
|
return g_glfw_state.monitors[index];
|
|
}
|
|
|
|
int GLDisplay::get_monitor_count() {
|
|
return g_glfw_state.monitor_count;
|
|
}
|
|
|
|
bool GLDisplay::minimized() {
|
|
return m_minimized;
|
|
}
|
|
|
|
void GLDisplay::set_lock(bool lock) {
|
|
glfwSetWindowAttrib(m_window, GLFW_RESIZABLE, lock ? GLFW_TRUE : GLFW_FALSE);
|
|
}
|
|
|
|
bool GLDisplay::fullscreen_pending() {
|
|
GLFWmonitor* monitor;
|
|
{
|
|
auto _ = scoped_prof("get_monitor");
|
|
monitor = get_monitor(fullscreen_screen());
|
|
}
|
|
|
|
const GLFWvidmode* vmode;
|
|
{
|
|
auto _ = scoped_prof("get-video-mode");
|
|
vmode = glfwGetVideoMode(monitor);
|
|
}
|
|
|
|
return GfxDisplay::fullscreen_pending() ||
|
|
(vmode->width != m_last_video_mode.width || vmode->height != m_last_video_mode.height ||
|
|
vmode->refreshRate != m_last_video_mode.refreshRate);
|
|
}
|
|
|
|
void GLDisplay::fullscreen_flush() {
|
|
GfxDisplay::fullscreen_flush();
|
|
|
|
GLFWmonitor* monitor = get_monitor(fullscreen_screen());
|
|
auto vmode = glfwGetVideoMode(monitor);
|
|
|
|
m_last_video_mode = *vmode;
|
|
}
|
|
|
|
void update_global_profiler() {
|
|
if (g_gfx_data->debug_gui.dump_events) {
|
|
prof().set_enable(false);
|
|
g_gfx_data->debug_gui.dump_events = false;
|
|
prof().dump_to_json((file_util::get_jak_project_dir() / "prof.json").string());
|
|
}
|
|
prof().set_enable(g_gfx_data->debug_gui.record_events);
|
|
}
|
|
|
|
void GLDisplay::VMode::set(const GLFWvidmode* vmode) {
|
|
width = vmode->width;
|
|
height = vmode->height;
|
|
refresh_rate = vmode->refreshRate;
|
|
}
|
|
|
|
void GLDisplay::update_glfw() {
|
|
auto p = scoped_prof("update_glfw");
|
|
|
|
glfwPollEvents();
|
|
glfwMakeContextCurrent(m_window);
|
|
auto& mapping_info = Gfx::get_button_mapping();
|
|
Pad::update_gamepads(mapping_info);
|
|
|
|
glfwGetFramebufferSize(m_window, &m_display_state_copy.window_size_width,
|
|
&m_display_state_copy.window_size_height);
|
|
|
|
glfwGetWindowContentScale(m_window, &m_display_state_copy.window_scale_x,
|
|
&m_display_state_copy.window_scale_y);
|
|
|
|
glfwGetWindowPos(m_window, &m_display_state_copy.window_pos_x,
|
|
&m_display_state_copy.window_pos_y);
|
|
|
|
GLFWmonitor* monitor = get_monitor(fullscreen_screen());
|
|
auto current_vmode = glfwGetVideoMode(monitor);
|
|
if (current_vmode) {
|
|
m_display_state_copy.current_vmode.set(current_vmode);
|
|
}
|
|
|
|
int count = 0;
|
|
auto vmodes = glfwGetVideoModes(monitor, &count);
|
|
|
|
if (count > MAX_VMODES) {
|
|
fmt::print("got too many vmodes: {}\n", count);
|
|
count = MAX_VMODES;
|
|
}
|
|
|
|
m_display_state_copy.num_vmodes = count;
|
|
|
|
m_display_state_copy.largest_vmode_width = 1;
|
|
m_display_state_copy.largest_vmode_refresh_rate = 1;
|
|
for (int i = 0; i < count; i++) {
|
|
if (vmodes[i].width > m_display_state_copy.largest_vmode_width) {
|
|
m_display_state_copy.largest_vmode_height = vmodes[i].height;
|
|
m_display_state_copy.largest_vmode_width = vmodes[i].width;
|
|
}
|
|
|
|
if (vmodes[i].refreshRate > m_display_state_copy.largest_vmode_refresh_rate) {
|
|
m_display_state_copy.largest_vmode_refresh_rate = vmodes[i].refreshRate;
|
|
}
|
|
m_display_state_copy.vmodes[i].set(&vmodes[i]);
|
|
}
|
|
|
|
if (m_pending_size.pending) {
|
|
glfwSetWindowSize(m_window, m_pending_size.width, m_pending_size.height);
|
|
m_pending_size.pending = false;
|
|
}
|
|
|
|
std::lock_guard<std::mutex> lk(m_lock);
|
|
m_display_state = m_display_state_copy;
|
|
}
|
|
|
|
/*!
|
|
* Main function called to render graphics frames. This is called in a loop.
|
|
*/
|
|
void GLDisplay::render() {
|
|
update_glfw();
|
|
|
|
// imgui start of frame
|
|
{
|
|
auto p = scoped_prof("imgui-init");
|
|
ImGui_ImplOpenGL3_NewFrame();
|
|
ImGui_ImplGlfw_NewFrame();
|
|
ImGui::NewFrame();
|
|
}
|
|
|
|
// framebuffer size
|
|
int fbuf_w, fbuf_h;
|
|
glfwGetFramebufferSize(m_window, &fbuf_w, &fbuf_h);
|
|
bool windows_borderless_hacks = false;
|
|
#ifdef _WIN32
|
|
if (last_fullscreen_mode() == GfxDisplayMode::Borderless) {
|
|
windows_borderless_hacks = true;
|
|
}
|
|
#endif
|
|
|
|
// render game!
|
|
if (g_gfx_data->debug_gui.should_advance_frame()) {
|
|
auto p = scoped_prof("game-render");
|
|
int game_res_w = Gfx::g_global_settings.game_res_w;
|
|
int game_res_h = Gfx::g_global_settings.game_res_h;
|
|
if (game_res_w <= 0 || game_res_h <= 0) {
|
|
// if the window size reports 0, the game will ask for a 0 sized window, and nothing likes
|
|
// that.
|
|
game_res_w = 640;
|
|
game_res_h = 480;
|
|
}
|
|
render_game_frame(game_res_w, game_res_h, fbuf_w, fbuf_h, Gfx::g_global_settings.lbox_w,
|
|
Gfx::g_global_settings.lbox_h, Gfx::g_global_settings.msaa_samples,
|
|
windows_borderless_hacks);
|
|
}
|
|
|
|
// render debug
|
|
if (is_imgui_visible()) {
|
|
auto p = scoped_prof("debug-gui");
|
|
g_gfx_data->debug_gui.draw(g_gfx_data->dma_copier.get_last_result().stats);
|
|
}
|
|
{
|
|
auto p = scoped_prof("imgui-render");
|
|
ImGui::Render();
|
|
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
|
}
|
|
|
|
// update fullscreen mode, if requested
|
|
{
|
|
auto p = scoped_prof("fullscreen-update");
|
|
update_last_fullscreen_mode();
|
|
|
|
if (fullscreen_pending() && !minimized()) {
|
|
fullscreen_flush();
|
|
}
|
|
}
|
|
|
|
// actual vsync
|
|
g_gfx_data->debug_gui.finish_frame();
|
|
if (Gfx::g_global_settings.framelimiter) {
|
|
auto p = scoped_prof("frame-limiter");
|
|
g_gfx_data->frame_limiter.run(
|
|
Gfx::g_global_settings.target_fps, Gfx::g_global_settings.experimental_accurate_lag,
|
|
Gfx::g_global_settings.sleep_in_frame_limiter, g_gfx_data->last_engine_time);
|
|
}
|
|
|
|
{
|
|
auto p = scoped_prof("swap-buffers");
|
|
glfwSwapBuffers(m_window);
|
|
}
|
|
|
|
// actually wait for vsync
|
|
if (g_gfx_data->debug_gui.should_gl_finish()) {
|
|
glFinish();
|
|
}
|
|
|
|
// switch vsync modes, if requested
|
|
if (Gfx::g_global_settings.vsync != Gfx::g_global_settings.old_vsync) {
|
|
Gfx::g_global_settings.old_vsync = Gfx::g_global_settings.vsync;
|
|
glfwSwapInterval(Gfx::g_global_settings.vsync);
|
|
}
|
|
|
|
// Start timing for the next frame.
|
|
g_gfx_data->debug_gui.start_frame();
|
|
prof().instant_event("ROOT");
|
|
update_global_profiler();
|
|
|
|
// toggle even odd and wake up engine waiting on vsync.
|
|
// TODO: we could play with moving this earlier, right after the final bucket renderer.
|
|
// it breaks the VIF-interrupt profiling though.
|
|
{
|
|
prof().instant_event("engine-notify");
|
|
std::unique_lock<std::mutex> lock(g_gfx_data->sync_mutex);
|
|
g_gfx_data->frame_idx++;
|
|
g_gfx_data->sync_cv.notify_all();
|
|
}
|
|
|
|
// reboot whole game, if requested
|
|
if (g_gfx_data->debug_gui.want_reboot_in_debug) {
|
|
g_gfx_data->debug_gui.want_reboot_in_debug = false;
|
|
MasterExit = RuntimeExitStatus::RESTART_IN_DEBUG;
|
|
}
|
|
|
|
{
|
|
auto p = scoped_prof("check-close-window");
|
|
// exit if display window was closed
|
|
if (glfwWindowShouldClose(m_window)) {
|
|
std::unique_lock<std::mutex> lock(g_gfx_data->sync_mutex);
|
|
MasterExit = RuntimeExitStatus::EXIT;
|
|
g_gfx_data->sync_cv.notify_all();
|
|
}
|
|
}
|
|
}
|
|
|
|
/*!
|
|
* Wait for the next vsync. Returns 0 or 1 depending on if frame is even or odd.
|
|
* Called from the game thread, on a GOAL stack.
|
|
*/
|
|
u32 gl_vsync() {
|
|
if (!g_gfx_data) {
|
|
return 0;
|
|
}
|
|
std::unique_lock<std::mutex> lock(g_gfx_data->sync_mutex);
|
|
auto init_frame = g_gfx_data->frame_idx_of_input_data;
|
|
g_gfx_data->sync_cv.wait(lock, [=] {
|
|
return (MasterExit != RuntimeExitStatus::RUNNING) || g_gfx_data->frame_idx > init_frame;
|
|
});
|
|
return g_gfx_data->frame_idx & 1;
|
|
}
|
|
|
|
u32 gl_sync_path() {
|
|
if (!g_gfx_data) {
|
|
return 0;
|
|
}
|
|
std::unique_lock<std::mutex> lock(g_gfx_data->sync_mutex);
|
|
g_gfx_data->last_engine_time = g_gfx_data->engine_timer.getSeconds();
|
|
if (!g_gfx_data->has_data_to_render) {
|
|
return 0;
|
|
}
|
|
g_gfx_data->sync_cv.wait(lock, [=] { return !g_gfx_data->has_data_to_render; });
|
|
return 0;
|
|
}
|
|
|
|
/*!
|
|
* Send DMA to the renderer.
|
|
* Called from the game thread, on a GOAL stack.
|
|
*/
|
|
void gl_send_chain(const void* data, u32 offset) {
|
|
if (g_gfx_data) {
|
|
std::unique_lock<std::mutex> lock(g_gfx_data->dma_mutex);
|
|
if (g_gfx_data->has_data_to_render) {
|
|
lg::error(
|
|
"Gfx::send_chain called when the graphics renderer has pending data. Was this called "
|
|
"multiple times per frame?");
|
|
return;
|
|
}
|
|
|
|
// we copy the dma data and give a copy of it to the render.
|
|
// the copy has a few advantages:
|
|
// - if the game code has a bug and corrupts the DMA buffer, the renderer won't see it.
|
|
// - the copied DMA is much smaller than the entire game memory, so it can be dumped to a
|
|
// file
|
|
// separate of the entire RAM.
|
|
// - it verifies the DMA data is valid early on.
|
|
// but it may also be pretty expensive. Both the renderer and the game wait on this to
|
|
// complete.
|
|
|
|
// The renderers should just operate on DMA chains, so eliminating this step in the future
|
|
// may be easy.
|
|
|
|
g_gfx_data->dma_copier.set_input_data(data, offset, run_dma_copy);
|
|
|
|
g_gfx_data->has_data_to_render = true;
|
|
g_gfx_data->dma_cv.notify_all();
|
|
}
|
|
}
|
|
|
|
/*!
|
|
* Upload texture outside of main DMA chain.
|
|
* We trust the game to not remove textures that are currently being used, but if the game is messed
|
|
* up, there is a possible race to updating this texture.
|
|
*/
|
|
void gl_texture_upload_now(const u8* tpage, int mode, u32 s7_ptr) {
|
|
// block
|
|
if (g_gfx_data) {
|
|
// just pass it to the texture pool.
|
|
// the texture pool will take care of locking.
|
|
// we don't want to lock here for the entire duration of the conversion.
|
|
g_gfx_data->texture_pool->handle_upload_now(tpage, mode, g_ee_main_mem, s7_ptr);
|
|
}
|
|
}
|
|
|
|
/*!
|
|
* Handle a local->local texture copy. The texture pool can just update texture pointers.
|
|
* This is called from the main thread and the texture pool itself will handle locking.
|
|
*/
|
|
void gl_texture_relocate(u32 destination, u32 source, u32 format) {
|
|
if (g_gfx_data) {
|
|
g_gfx_data->texture_pool->relocate(destination, source, format);
|
|
}
|
|
}
|
|
|
|
void gl_poll_events() {
|
|
glfwPollEvents();
|
|
}
|
|
|
|
void gl_set_levels(const std::vector<std::string>& levels) {
|
|
g_gfx_data->loader->set_want_levels(levels);
|
|
}
|
|
|
|
void gl_set_pmode_alp(float val) {
|
|
g_gfx_data->pmode_alp = val;
|
|
}
|
|
|
|
const GfxRendererModule gRendererOpenGL = {
|
|
gl_init, // init
|
|
gl_make_display, // make_display
|
|
gl_exit, // exit
|
|
gl_vsync, // vsync
|
|
gl_sync_path, // sync_path
|
|
gl_send_chain, // send_chain
|
|
gl_texture_upload_now, // texture_upload_now
|
|
gl_texture_relocate, // texture_relocate
|
|
gl_poll_events, // poll_events
|
|
gl_set_levels, // set_levels
|
|
gl_set_pmode_alp, // set_pmode_alp
|
|
GfxPipeline::OpenGL, // pipeline
|
|
"OpenGL 4.3" // name
|
|
};
|