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-rw-r--r--src/blitter/base.hpp8
-rw-r--r--src/video/opengl.cpp80
-rw-r--r--src/video/opengl.h5
-rw-r--r--src/video/video_driver.hpp18
-rw-r--r--src/video/win32_v.cpp5
-rw-r--r--src/video/win32_v.h12
6 files changed, 122 insertions, 6 deletions
diff --git a/src/blitter/base.hpp b/src/blitter/base.hpp
index 6b19c290b..4ec25c38d 100644
--- a/src/blitter/base.hpp
+++ b/src/blitter/base.hpp
@@ -186,6 +186,14 @@ public:
virtual Blitter::PaletteAnimation UsePaletteAnimation() = 0;
/**
+ * Does this blitter require a separate animation buffer from the video backend?
+ */
+ virtual bool NeedsAnimationBuffer()
+ {
+ return false;
+ }
+
+ /**
* Get the name of the blitter, the same as the Factory-instance returns.
*/
virtual const char *GetName() = 0;
diff --git a/src/video/opengl.cpp b/src/video/opengl.cpp
index bcf3f5b03..0b1ba72a8 100644
--- a/src/video/opengl.cpp
+++ b/src/video/opengl.cpp
@@ -392,8 +392,10 @@ OpenGLBackend::~OpenGLBackend()
if (_glDeleteBuffers != nullptr) {
_glDeleteBuffers(1, &this->vbo_quad);
_glDeleteBuffers(1, &this->vid_pbo);
+ _glDeleteBuffers(1, &this->anim_pbo);
}
glDeleteTextures(1, &this->vid_texture);
+ glDeleteTextures(1, &this->anim_texture);
glDeleteTextures(1, &this->pal_texture);
}
@@ -458,6 +460,17 @@ const char *OpenGLBackend::Init()
glBindTexture(GL_TEXTURE_2D, 0);
if (glGetError() != GL_NO_ERROR) return "Can't generate video buffer texture";
+ /* Setup video buffer texture. */
+ glGenTextures(1, &this->anim_texture);
+ glBindTexture(GL_TEXTURE_2D, this->anim_texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ if (glGetError() != GL_NO_ERROR) return "Can't generate animation buffer texture";
+
/* Setup palette texture. */
glGenTextures(1, &this->pal_texture);
glBindTexture(GL_TEXTURE_1D, this->pal_texture);
@@ -505,10 +518,13 @@ const char *OpenGLBackend::Init()
_glUniform1i(tex_location, 0); // Texture unit 0.
_glUniform1i(palette_location, 1); // Texture unit 1.
_glUniform1i(remap_location, 2); // Texture unit 2.
+ (void)glGetError(); // Clear errors.
/* Create pixel buffer object as video buffer storage. */
_glGenBuffers(1, &this->vid_pbo);
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
+ _glGenBuffers(1, &this->anim_pbo);
+ _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_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
@@ -686,7 +702,7 @@ bool OpenGLBackend::Resize(int w, int h, bool force)
if (!force && _screen.width == w && _screen.height == h) return false;
int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
- int pitch = bpp != 32 ? Align(w, 4) : w;
+ int pitch = Align(w, 4);
glViewport(0, 0, w, h);
@@ -715,6 +731,23 @@ bool OpenGLBackend::Resize(int w, int h, bool force)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
break;
}
+
+ /* Does this blitter need a separate animation buffer? */
+ if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
+ _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
+ _glBufferData(GL_PIXEL_UNPACK_BUFFER, pitch * h, NULL, 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->anim_texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
+ } else {
+ /* Allocate dummy texture that always reads as 0 == no remap. */
+ uint dummy = 0;
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ glBindTexture(GL_TEXTURE_2D, this->anim_texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &dummy);
+ }
+
glBindTexture(GL_TEXTURE_2D, 0);
/* Set new viewport. */
@@ -761,7 +794,18 @@ void OpenGLBackend::Paint()
glBindTexture(GL_TEXTURE_2D, this->vid_texture);
_glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_1D, this->pal_texture);
- _glUseProgram(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 8 ? this->pal_program : this->vid_program);
+ /* Is the blitter relying on a separate animation buffer? */
+ if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
+ _glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, this->anim_texture);
+ _glUseProgram(this->remap_program);
+ _glUniform4f(this->remap_sprite_loc, 0.0f, 0.0f, 1.0f, 1.0f);
+ _glUniform2f(this->remap_screen_loc, 1.0f, 1.0f);
+ _glUniform1f(this->remap_zoom_loc, 0);
+ _glUniform1i(this->remap_rgb_loc, 1);
+ } else {
+ _glUseProgram(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 8 ? this->pal_program : this->vid_program);
+ }
_glBindVertexArray(this->vao_quad);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
@@ -815,6 +859,18 @@ void *OpenGLBackend::GetVideoBuffer()
}
/**
+ * Get a pointer to the memory for the separate animation buffer.
+ * @return Pointer to draw on.
+ */
+uint8 *OpenGLBackend::GetAnimBuffer()
+{
+ if (this->anim_pbo == 0) return nullptr;
+
+ _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
+ return (uint8 *)_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.
*/
@@ -842,6 +898,26 @@ void OpenGLBackend::ReleaseVideoBuffer(const Rect &update_rect)
}
}
+/**
+ * Update animation buffer texture after the animation buffer was filled.
+ * @param update_rect Rectangle encompassing the dirty region of the animation buffer.
+ */
+void OpenGLBackend::ReleaseAnimBuffer(const Rect &update_rect)
+{
+ if (this->anim_pbo == 0) return;
+
+ _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
+ _glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
+
+ /* Update changed rect of the video buffer texture. */
+ if (update_rect.left != update_rect.right) {
+ _glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, this->anim_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_RED, GL_UNSIGNED_BYTE, (GLvoid *)(size_t)(update_rect.top * _screen.pitch + update_rect.left));
+ }
+}
+
/* virtual */ Sprite *OpenGLBackend::Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator)
{
/* Allocate and construct sprite data. */
diff --git a/src/video/opengl.h b/src/video/opengl.h
index 1d7404139..a0fd2d2f3 100644
--- a/src/video/opengl.h
+++ b/src/video/opengl.h
@@ -39,6 +39,9 @@ private:
GLuint vbo_quad; ///< Vertex buffer with a fullscreen quad.
GLuint pal_texture; ///< Palette lookup texture.
+ GLuint anim_pbo; ///< Pixel buffer object storing the memory used for the animation buffer.
+ GLuint anim_texture; ///< Texture handle for the animation buffer texture.
+
GLuint remap_program; ///< Shader program for blending and rendering a RGBA + remap texture.
GLint remap_sprite_loc; ///< Uniform location for sprite parameters.
GLint remap_screen_loc; ///< Uniform location for screen size;
@@ -72,7 +75,9 @@ public:
void ClearCursorCache();
void *GetVideoBuffer();
+ uint8 *GetAnimBuffer();
void ReleaseVideoBuffer(const Rect &update_rect);
+ void ReleaseAnimBuffer(const Rect &update_rect);
/* SpriteEncoder */
diff --git a/src/video/video_driver.hpp b/src/video/video_driver.hpp
index 74bb20f4c..0b5c6f6fd 100644
--- a/src/video/video_driver.hpp
+++ b/src/video/video_driver.hpp
@@ -122,6 +122,24 @@ public:
}
/**
+ * Does this video driver support a separate animation buffer in addition to the colour buffer?
+ * @return True if a separate animation buffer is supported.
+ */
+ virtual bool HasAnimBuffer()
+ {
+ return false;
+ }
+
+ /**
+ * Get a pointer to the animation buffer of the video back-end.
+ * @return Pointer to the buffer or nullptr if no animation buffer is supported.
+ */
+ virtual uint8 *GetAnimBuffer()
+ {
+ return nullptr;
+ }
+
+ /**
* An edit box lost the input focus. Abort character compositing if necessary.
*/
virtual void EditBoxLostFocus() {}
diff --git a/src/video/win32_v.cpp b/src/video/win32_v.cpp
index f5c6d3cc7..a9342d5f4 100644
--- a/src/video/win32_v.cpp
+++ b/src/video/win32_v.cpp
@@ -1545,14 +1545,19 @@ bool VideoDriver_Win32OpenGL::AllocateBackingStore(int w, int h, bool force)
void *VideoDriver_Win32OpenGL::GetVideoPointer()
{
+ if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
+ this->anim_buffer = OpenGLBackend::Get()->GetAnimBuffer();
+ }
return OpenGLBackend::Get()->GetVideoBuffer();
}
void VideoDriver_Win32OpenGL::ReleaseVideoPointer()
{
+ if (this->anim_buffer != nullptr) OpenGLBackend::Get()->ReleaseAnimBuffer(this->dirty_rect);
OpenGLBackend::Get()->ReleaseVideoBuffer(this->dirty_rect);
this->dirty_rect = {};
_screen.dst_ptr = nullptr;
+ this->anim_buffer = nullptr;
}
void VideoDriver_Win32OpenGL::Paint()
diff --git a/src/video/win32_v.h b/src/video/win32_v.h
index 20cb61d5e..1f4c0ffe6 100644
--- a/src/video/win32_v.h
+++ b/src/video/win32_v.h
@@ -128,7 +128,7 @@ public:
/** The OpenGL video driver for windows. */
class VideoDriver_Win32OpenGL : public VideoDriver_Win32Base {
public:
- VideoDriver_Win32OpenGL() : dc(nullptr), gl_rc(nullptr) {}
+ VideoDriver_Win32OpenGL() : dc(nullptr), gl_rc(nullptr), anim_buffer(nullptr) {}
const char *Start(const StringList &param) override;
@@ -144,12 +144,16 @@ public:
void ClearSystemSprites() override;
+ bool HasAnimBuffer() override { return true; }
+ uint8 *GetAnimBuffer() override { return this->anim_buffer; }
+
const char *GetName() const override { return "win32-opengl"; }
protected:
- HDC dc; ///< Window device context.
- HGLRC gl_rc; ///< OpenGL context.
- bool vsync; ///< Enable VSync?
+ HDC dc; ///< Window device context.
+ HGLRC gl_rc; ///< OpenGL context.
+ bool vsync; ///< Enable VSync?
+ uint8 *anim_buffer; ///< Animation buffer from OpenGL back-end.
uint8 GetFullscreenBpp() override { return 32; } // OpenGL is always 32 bpp.