mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2025-07-30 17:50:04 -06:00

* WIP: use Duckstation's context code to directly render into QT Widget from separate thread without two OpenGL contexts currently only works on Windows * reenable gay OSD * add back vsync * make it atleast a little more thread safe * linux support * don't segfault on closing * reorganise and cleanup build system it's still not good, but better than before * macos? * try to get it working on Ubuntu CI also update instructions * let's try this * ok how about this * try creating an OGL 4.3 context first (https://i.kym-cdn.com/photos/images/original/001/264/842/220.png) * fix Ubuntu * hm * try again for Windows * let's try this * make the OpenGL renderer work again that was stupid * do OGL surface resizing from the mainthread * Fix small mistake in GL context creation on macOS causing version 3.2 to be considered invalid * C stupidness * cleanup * don't let the emuthread deinit OGL if there's no OGL * reset lastScreenWidth/Height when deiniting OpenGL * disable stencil test while drawing framebuffers * macOS: Link Cocoa framework explicitly when not building with Qt6 Seems to be needed for the classes used by DuckStation's GL context code. * Set ScreenPanelGL's minimum size immediately Fixes GL context creation for OpenGL display on macOS using the wrong size as the underlying window was not resized to the correct size by Qt yet. * don't emit window updates when OGL display is used * stuff Arisotura said Co-authored-by: Nadia Holmquist Pedersen <nadia@nhp.sh>
474 lines
11 KiB
C++
474 lines
11 KiB
C++
/*
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Copyright 2016-2022 melonDS team
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This file is part of melonDS.
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melonDS is free software: you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free
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Software Foundation, either version 3 of the License, or (at your option)
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any later version.
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melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with melonDS. If not, see http://www.gnu.org/licenses/.
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*/
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#include <stdio.h>
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#include <string.h>
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#include <deque>
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#include <SDL2/SDL.h>
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#include "../types.h"
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#include "main.h"
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#include "OpenGLSupport.h"
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#include <QPainter>
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#include "OSD.h"
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#include "OSD_shaders.h"
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#include "font.h"
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#include "Config.h"
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extern MainWindow* mainWindow;
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namespace OSD
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{
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const u32 kOSDMargin = 6;
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struct Item
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{
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Uint32 Timestamp;
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char Text[256];
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u32 Color;
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u32 Width, Height;
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u32* Bitmap;
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bool NativeBitmapLoaded;
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QImage NativeBitmap;
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bool GLTextureLoaded;
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GLuint GLTexture;
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};
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std::deque<Item> ItemQueue;
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GLuint Shader[3];
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GLint uScreenSize, uOSDPos, uOSDSize;
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GLfloat uScaleFactor;
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GLuint OSDVertexArray;
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GLuint OSDVertexBuffer;
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QMutex Rendering;
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bool Init(bool openGL)
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{
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if (openGL)
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{
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OpenGL::BuildShaderProgram(kScreenVS_OSD, kScreenFS_OSD, Shader, "OSDShader");
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GLuint pid = Shader[2];
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glBindAttribLocation(pid, 0, "vPosition");
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glBindFragDataLocation(pid, 0, "oColor");
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OpenGL::LinkShaderProgram(Shader);
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glUseProgram(pid);
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glUniform1i(glGetUniformLocation(pid, "OSDTex"), 0);
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uScreenSize = glGetUniformLocation(pid, "uScreenSize");
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uOSDPos = glGetUniformLocation(pid, "uOSDPos");
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uOSDSize = glGetUniformLocation(pid, "uOSDSize");
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uScaleFactor = glGetUniformLocation(pid, "uScaleFactor");
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float vertices[6*2] =
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{
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0, 0,
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1, 1,
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1, 0,
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0, 0,
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0, 1,
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1, 1
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};
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glGenBuffers(1, &OSDVertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, OSDVertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glGenVertexArrays(1, &OSDVertexArray);
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glBindVertexArray(OSDVertexArray);
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glEnableVertexAttribArray(0); // position
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)(0));
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}
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return true;
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}
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void DeInit()
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{
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for (auto it = ItemQueue.begin(); it != ItemQueue.end(); )
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{
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Item& item = *it;
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if (item.GLTextureLoaded) glDeleteTextures(1, &item.GLTexture);
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if (item.Bitmap) delete[] item.Bitmap;
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it = ItemQueue.erase(it);
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}
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}
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int FindBreakPoint(const char* text, int i)
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{
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// i = character that went out of bounds
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for (int j = i; j >= 0; j--)
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{
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if (text[j] == ' ')
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return j;
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}
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return i;
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}
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void LayoutText(const char* text, u32* width, u32* height, int* breaks)
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{
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u32 w = 0;
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u32 h = 14;
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u32 totalw = 0;
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u32 maxw = mainWindow->panelWidget->width() - (kOSDMargin*2);
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int lastbreak = -1;
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int numbrk = 0;
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u16* ptr;
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memset(breaks, 0, sizeof(int)*64);
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for (int i = 0; text[i] != '\0'; )
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{
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int glyphsize;
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if (text[i] == ' ')
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{
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glyphsize = 6;
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}
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else
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{
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u32 ch = text[i];
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if (ch < 0x10 || ch > 0x7E) ch = 0x7F;
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ptr = &font[(ch-0x10) << 4];
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glyphsize = ptr[0];
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if (!glyphsize) glyphsize = 6;
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else glyphsize += 2; // space around the character
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}
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w += glyphsize;
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if (w > maxw)
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{
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// wrap shit as needed
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if (text[i] == ' ')
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{
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if (numbrk >= 64) break;
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breaks[numbrk++] = i;
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i++;
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}
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else
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{
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int brk = FindBreakPoint(text, i);
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if (brk != lastbreak) i = brk;
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if (numbrk >= 64) break;
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breaks[numbrk++] = i;
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lastbreak = brk;
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}
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w = 0;
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h += 14;
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}
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else
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i++;
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if (w > totalw) totalw = w;
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}
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*width = totalw;
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*height = h;
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}
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u32 RainbowColor(u32 inc)
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{
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// inspired from Acmlmboard
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if (inc < 100) return 0xFFFF9B9B + (inc << 8);
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else if (inc < 200) return 0xFFFFFF9B - ((inc-100) << 16);
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else if (inc < 300) return 0xFF9BFF9B + (inc-200);
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else if (inc < 400) return 0xFF9BFFFF - ((inc-300) << 8);
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else if (inc < 500) return 0xFF9B9BFF + ((inc-400) << 16);
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else return 0xFFFF9BFF - (inc-500);
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}
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void RenderText(u32 color, const char* text, Item* item)
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{
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u32 w, h;
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int breaks[64];
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bool rainbow = (color == 0);
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u32 rainbowinc = ((text[0] * 17) + (SDL_GetTicks() * 13)) % 600;
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color |= 0xFF000000;
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const u32 shadow = 0xE0000000;
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LayoutText(text, &w, &h, breaks);
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item->Width = w;
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item->Height = h;
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item->Bitmap = new u32[w*h];
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memset(item->Bitmap, 0, w*h*sizeof(u32));
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u32 x = 0, y = 1;
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u32 maxw = mainWindow->panelWidget->width() - (kOSDMargin*2);
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int curline = 0;
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u16* ptr;
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for (int i = 0; text[i] != '\0'; )
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{
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int glyphsize;
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if (text[i] == ' ')
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{
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x += 6;
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}
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else
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{
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u32 ch = text[i];
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if (ch < 0x10 || ch > 0x7E) ch = 0x7F;
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ptr = &font[(ch-0x10) << 4];
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int glyphsize = ptr[0];
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if (!glyphsize) x += 6;
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else
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{
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x++;
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if (rainbow)
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{
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color = RainbowColor(rainbowinc);
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rainbowinc = (rainbowinc + 30) % 600;
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}
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// draw character
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for (int cy = 0; cy < 12; cy++)
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{
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u16 val = ptr[4+cy];
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for (int cx = 0; cx < glyphsize; cx++)
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{
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if (val & (1<<cx))
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item->Bitmap[((y+cy) * w) + x+cx] = color;
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}
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}
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x += glyphsize;
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x++;
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}
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}
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i++;
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if (breaks[curline] && i >= breaks[curline])
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{
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i = breaks[curline++];
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if (text[i] == ' ') i++;
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x = 0;
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y += 14;
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}
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}
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// shadow
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for (y = 0; y < h; y++)
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{
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for (x = 0; x < w; x++)
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{
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u32 val;
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val = item->Bitmap[(y * w) + x];
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if ((val >> 24) == 0xFF) continue;
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if (x > 0) val = item->Bitmap[(y * w) + x-1];
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if (x < w-1) val |= item->Bitmap[(y * w) + x+1];
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if (y > 0)
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{
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if (x > 0) val |= item->Bitmap[((y-1) * w) + x-1];
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val |= item->Bitmap[((y-1) * w) + x];
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if (x < w-1) val |= item->Bitmap[((y-1) * w) + x+1];
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}
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if (y < h-1)
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{
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if (x > 0) val |= item->Bitmap[((y+1) * w) + x-1];
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val |= item->Bitmap[((y+1) * w) + x];
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if (x < w-1) val |= item->Bitmap[((y+1) * w) + x+1];
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}
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if ((val >> 24) == 0xFF)
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item->Bitmap[(y * w) + x] = shadow;
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}
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}
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}
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void AddMessage(u32 color, const char* text)
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{
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if (!Config::ShowOSD) return;
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Rendering.lock();
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Item item;
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item.Timestamp = SDL_GetTicks();
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strncpy(item.Text, text, 255); item.Text[255] = '\0';
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item.Color = color;
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item.Bitmap = nullptr;
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item.NativeBitmapLoaded = false;
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item.GLTextureLoaded = false;
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ItemQueue.push_back(item);
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Rendering.unlock();
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}
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void Update()
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{
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if (!Config::ShowOSD)
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{
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Rendering.lock();
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for (auto it = ItemQueue.begin(); it != ItemQueue.end(); )
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{
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Item& item = *it;
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if (item.GLTextureLoaded) glDeleteTextures(1, &item.GLTexture);
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if (item.Bitmap) delete[] item.Bitmap;
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it = ItemQueue.erase(it);
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}
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Rendering.unlock();
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return;
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}
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Rendering.lock();
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Uint32 tick_now = SDL_GetTicks();
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Uint32 tick_min = tick_now - 2500;
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for (auto it = ItemQueue.begin(); it != ItemQueue.end(); )
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{
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Item& item = *it;
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if (item.Timestamp < tick_min)
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{
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if (item.GLTextureLoaded) glDeleteTextures(1, &item.GLTexture);
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if (item.Bitmap) delete[] item.Bitmap;
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it = ItemQueue.erase(it);
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continue;
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}
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if (!item.Bitmap)
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{
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RenderText(item.Color, item.Text, &item);
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}
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it++;
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}
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Rendering.unlock();
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}
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void DrawNative(QPainter& painter)
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{
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if (!Config::ShowOSD) return;
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Rendering.lock();
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u32 y = kOSDMargin;
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painter.resetTransform();
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for (auto it = ItemQueue.begin(); it != ItemQueue.end(); )
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{
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Item& item = *it;
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if (!item.NativeBitmapLoaded)
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{
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item.NativeBitmap = QImage((const uchar*)item.Bitmap, item.Width, item.Height, QImage::Format_ARGB32_Premultiplied);
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item.NativeBitmapLoaded = true;
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}
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painter.drawImage(kOSDMargin, y, item.NativeBitmap);
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y += item.Height;
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it++;
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}
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Rendering.unlock();
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}
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void DrawGL(float w, float h)
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{
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if (!Config::ShowOSD) return;
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if (!mainWindow || !mainWindow->panel) return;
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Rendering.lock();
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u32 y = kOSDMargin;
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glUseProgram(Shader[2]);
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glUniform2f(uScreenSize, w, h);
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glUniform1f(uScaleFactor, mainWindow->devicePixelRatioF());
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glBindBuffer(GL_ARRAY_BUFFER, OSDVertexBuffer);
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glBindVertexArray(OSDVertexArray);
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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for (auto it = ItemQueue.begin(); it != ItemQueue.end(); )
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{
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Item& item = *it;
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if (!item.GLTextureLoaded)
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{
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glGenTextures(1, &item.GLTexture);
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glBindTexture(GL_TEXTURE_2D, item.GLTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, item.Width, item.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, item.Bitmap);
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item.GLTextureLoaded = true;
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}
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glBindTexture(GL_TEXTURE_2D, item.GLTexture);
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glUniform2i(uOSDPos, kOSDMargin, y);
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glUniform2i(uOSDSize, item.Width, item.Height);
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glDrawArrays(GL_TRIANGLES, 0, 2*3);
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y += item.Height;
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it++;
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}
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glDisable(GL_BLEND);
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glUseProgram(0);
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Rendering.unlock();
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}
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}
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