[GL4] Farewell, GL4 backend

This commit is contained in:
Dr. Chat
2018-05-04 11:54:33 -05:00
parent f54ac240a4
commit 040d8d1ade
37 changed files with 2 additions and 7583 deletions

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2015 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/ui/gl/blitter.h"
#include <string>
#include "xenia/base/assert.h"
#include "xenia/base/math.h"
#include "xenia/ui/gl/gl_context.h"
namespace xe {
namespace ui {
namespace gl {
Blitter::Blitter()
: vertex_program_(0),
color_fragment_program_(0),
depth_fragment_program_(0),
color_pipeline_(0),
depth_pipeline_(0),
vbo_(0),
vao_(0),
nearest_sampler_(0),
linear_sampler_(0),
scratch_framebuffer_(0) {}
Blitter::~Blitter() = default;
bool Blitter::Initialize() {
const std::string header =
R"(
#version 450
#extension GL_ARB_explicit_uniform_location : require
#extension GL_ARB_shading_language_420pack : require
precision highp float;
precision highp int;
layout(std140, column_major) uniform;
layout(std430, column_major) buffer;
)";
const std::string vs_source = header +
R"(
layout(location = 0) uniform vec4 src_uv;
out gl_PerVertex {
vec4 gl_Position;
float gl_PointSize;
float gl_ClipDistance[];
};
layout(location = 0) in vec2 vfetch_pos;
layout(location = 0) out vec2 vtx_uv;
void main() {
gl_Position = vec4(vfetch_pos.xy * vec2(2.0, -2.0) -
vec2(1.0, -1.0), 0.0, 1.0);
vtx_uv = vfetch_pos.xy * src_uv.zw + src_uv.xy;
})";
const std::string color_fs_source = header +
R"(
layout(location = 1) uniform sampler2D src_texture;
layout(location = 2) uniform bool swap;
layout(location = 0) in vec2 vtx_uv;
layout(location = 0) out vec4 oC;
void main() {
oC = texture(src_texture, vtx_uv);
if (!swap) oC = oC.bgra;
})";
const std::string depth_fs_source = header +
R"(
layout(location = 1) uniform sampler2D src_texture;
layout(location = 0) in vec2 vtx_uv;
layout(location = 0) out vec4 oC;
void main() {
gl_FragDepth = texture(src_texture, vtx_uv).r;
})";
auto vs_source_str = vs_source.c_str();
vertex_program_ = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &vs_source_str);
auto color_fs_source_str = color_fs_source.c_str();
color_fragment_program_ =
glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &color_fs_source_str);
auto depth_fs_source_str = depth_fs_source.c_str();
depth_fragment_program_ =
glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &depth_fs_source_str);
glCreateProgramPipelines(1, &color_pipeline_);
glUseProgramStages(color_pipeline_, GL_VERTEX_SHADER_BIT, vertex_program_);
glUseProgramStages(color_pipeline_, GL_FRAGMENT_SHADER_BIT,
color_fragment_program_);
glCreateProgramPipelines(1, &depth_pipeline_);
glUseProgramStages(depth_pipeline_, GL_VERTEX_SHADER_BIT, vertex_program_);
glUseProgramStages(depth_pipeline_, GL_FRAGMENT_SHADER_BIT,
depth_fragment_program_);
glCreateBuffers(1, &vbo_);
static const GLfloat vbo_data[] = {
0, 0, 1, 0, 0, 1, 1, 1,
};
glNamedBufferStorage(vbo_, sizeof(vbo_data), vbo_data, 0);
glCreateVertexArrays(1, &vao_);
glEnableVertexArrayAttrib(vao_, 0);
glVertexArrayAttribBinding(vao_, 0, 0);
glVertexArrayAttribFormat(vao_, 0, 2, GL_FLOAT, GL_FALSE, 0);
glVertexArrayVertexBuffer(vao_, 0, vbo_, 0, sizeof(GLfloat) * 2);
glCreateSamplers(1, &nearest_sampler_);
glSamplerParameteri(nearest_sampler_, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(nearest_sampler_, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(nearest_sampler_, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(nearest_sampler_, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glCreateSamplers(1, &linear_sampler_);
glSamplerParameteri(linear_sampler_, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(linear_sampler_, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(linear_sampler_, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(linear_sampler_, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glCreateFramebuffers(1, &scratch_framebuffer_);
return true;
}
void Blitter::Shutdown() {
glDeleteFramebuffers(1, &scratch_framebuffer_);
glDeleteProgram(vertex_program_);
glDeleteProgram(color_fragment_program_);
glDeleteProgram(depth_fragment_program_);
glDeleteProgramPipelines(1, &color_pipeline_);
glDeleteProgramPipelines(1, &depth_pipeline_);
glDeleteBuffers(1, &vbo_);
glDeleteVertexArrays(1, &vao_);
glDeleteSamplers(1, &nearest_sampler_);
glDeleteSamplers(1, &linear_sampler_);
}
struct SavedState {
GLboolean scissor_test_enabled;
GLboolean depth_test_enabled;
GLboolean depth_mask_enabled;
GLint depth_func;
GLboolean stencil_test_enabled;
GLboolean cull_face_enabled;
GLint cull_face;
GLint front_face;
GLint polygon_mode;
GLboolean color_mask_0_enabled[4];
GLboolean blend_0_enabled;
GLint draw_buffer;
GLfloat viewport[4];
GLint program_pipeline;
GLint vertex_array;
GLint texture_0;
GLint sampler_0;
void Save() {
scissor_test_enabled = glIsEnabled(GL_SCISSOR_TEST);
depth_test_enabled = glIsEnabled(GL_DEPTH_TEST);
glGetBooleanv(GL_DEPTH_WRITEMASK, &depth_mask_enabled);
glGetIntegerv(GL_DEPTH_FUNC, &depth_func);
stencil_test_enabled = glIsEnabled(GL_STENCIL_TEST);
cull_face_enabled = glIsEnabled(GL_CULL_FACE);
glGetIntegerv(GL_CULL_FACE_MODE, &cull_face);
glGetIntegerv(GL_FRONT_FACE, &front_face);
glGetIntegerv(GL_POLYGON_MODE, &polygon_mode);
glGetBooleani_v(GL_COLOR_WRITEMASK, 0,
reinterpret_cast<GLboolean*>(&color_mask_0_enabled));
blend_0_enabled = glIsEnabledi(GL_BLEND, 0);
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &draw_buffer);
glGetFloati_v(GL_VIEWPORT, 0, viewport);
glGetIntegerv(GL_PROGRAM_PIPELINE_BINDING, &program_pipeline);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &vertex_array);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &texture_0);
glGetIntegerv(GL_SAMPLER_BINDING, &sampler_0);
}
void Restore() {
scissor_test_enabled ? glEnable(GL_SCISSOR_TEST)
: glDisable(GL_SCISSOR_TEST);
depth_test_enabled ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
glDepthMask(depth_mask_enabled);
glDepthFunc(depth_func);
stencil_test_enabled ? glEnable(GL_STENCIL_TEST)
: glDisable(GL_STENCIL_TEST);
cull_face_enabled ? glEnable(GL_CULL_FACE) : glDisable(GL_CULL_FACE);
glCullFace(cull_face);
glFrontFace(front_face);
glPolygonMode(GL_FRONT_AND_BACK, polygon_mode);
glColorMaski(0, color_mask_0_enabled[0], color_mask_0_enabled[1],
color_mask_0_enabled[2], color_mask_0_enabled[3]);
blend_0_enabled ? glEnablei(GL_BLEND, 0) : glDisablei(GL_BLEND, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, draw_buffer);
glViewportIndexedf(0, viewport[0], viewport[1], viewport[2], viewport[3]);
glBindProgramPipeline(program_pipeline);
glBindVertexArray(vertex_array);
glBindTexture(GL_TEXTURE_2D, texture_0);
glBindSampler(0, sampler_0);
}
};
void Blitter::Draw(GLuint src_texture, Rect2D src_rect, Rect2D dest_rect,
GLenum filter) {
assert_not_zero(src_texture);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_STENCIL_TEST);
glDisablei(GL_BLEND, 0);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CW);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glBindVertexArray(vao_);
glBindTextures(0, 1, &src_texture);
switch (filter) {
default:
case GL_NEAREST:
glBindSampler(0, nearest_sampler_);
break;
case GL_LINEAR:
glBindSampler(0, linear_sampler_);
break;
}
glViewportIndexedf(0, GLfloat(dest_rect.x), GLfloat(dest_rect.y),
GLfloat(dest_rect.width), GLfloat(dest_rect.height));
// TODO(benvanik): avoid this?
GLint src_texture_width;
glGetTextureLevelParameteriv(src_texture, 0, GL_TEXTURE_WIDTH,
&src_texture_width);
GLint src_texture_height;
glGetTextureLevelParameteriv(src_texture, 0, GL_TEXTURE_HEIGHT,
&src_texture_height);
glProgramUniform4f(vertex_program_, 0,
src_rect.x / static_cast<float>(src_texture_width),
src_rect.y / static_cast<float>(src_texture_height),
src_rect.width / static_cast<float>(src_texture_width),
src_rect.height / static_cast<float>(src_texture_height));
// Useful for seeing the entire framebuffer/etc:
// glProgramUniform4f(vertex_program_, 0, 0.0f, 0.0f, 1.0f, 1.0f);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void Blitter::BlitTexture2D(GLuint src_texture, Rect2D src_rect,
Rect2D dest_rect, GLenum filter,
bool swap_channels) {
SavedState state;
state.Save();
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glStencilMask(0xFF);
glBindProgramPipeline(color_pipeline_);
glProgramUniform1i(color_fragment_program_, 2, swap_channels ? 1 : 0);
Draw(src_texture, src_rect, dest_rect, filter);
state.Restore();
}
void Blitter::CopyColorTexture2D(GLuint src_texture, Rect2D src_rect,
GLuint dest_texture, Rect2D dest_rect,
GLenum filter, bool swap_channels) {
SavedState state;
state.Save();
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glBindProgramPipeline(color_pipeline_);
glProgramUniform1i(color_fragment_program_, 2, swap_channels ? 1 : 0);
glNamedFramebufferTexture(scratch_framebuffer_, GL_COLOR_ATTACHMENT0,
dest_texture, 0);
glNamedFramebufferDrawBuffer(scratch_framebuffer_, GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, scratch_framebuffer_);
Draw(src_texture, src_rect, dest_rect, filter);
glNamedFramebufferDrawBuffer(scratch_framebuffer_, GL_NONE);
glNamedFramebufferTexture(scratch_framebuffer_, GL_COLOR_ATTACHMENT0, GL_NONE,
0);
state.Restore();
}
void Blitter::CopyDepthTexture(GLuint src_texture, Rect2D src_rect,
GLuint dest_texture, Rect2D dest_rect) {
SavedState state;
state.Save();
glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_TRUE);
glBindProgramPipeline(depth_pipeline_);
glNamedFramebufferTexture(scratch_framebuffer_, GL_DEPTH_STENCIL_ATTACHMENT,
dest_texture, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, scratch_framebuffer_);
Draw(src_texture, src_rect, dest_rect, GL_NEAREST);
glNamedFramebufferTexture(scratch_framebuffer_, GL_DEPTH_STENCIL_ATTACHMENT,
GL_NONE, 0);
state.Restore();
}
} // namespace gl
} // namespace ui
} // namespace xe

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2015 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_UI_GL_BLITTER_H_
#define XENIA_UI_GL_BLITTER_H_
#include <memory>
#include "xenia/ui/gl/gl.h"
namespace xe {
namespace ui {
namespace gl {
struct Rect2D {
int32_t x;
int32_t y;
int32_t width;
int32_t height;
Rect2D() : x(0), y(0), width(0), height(0) {}
Rect2D(int32_t x_, int32_t y_, int32_t width_, int32_t height_)
: x(x_), y(y_), width(width_), height(height_) {}
int32_t right() const { return x + width; }
int32_t bottom() const { return y + height; }
};
class Blitter {
public:
Blitter();
~Blitter();
bool Initialize();
void Shutdown();
void BlitTexture2D(GLuint src_texture, Rect2D src_rect, Rect2D dest_rect,
GLenum filter, bool swap_channels);
void CopyColorTexture2D(GLuint src_texture, Rect2D src_rect,
GLuint dest_texture, Rect2D dest_rect, GLenum filter,
bool swap_channels);
void CopyDepthTexture(GLuint src_texture, Rect2D src_rect,
GLuint dest_texture, Rect2D dest_rect);
private:
void Draw(GLuint src_texture, Rect2D src_rect, Rect2D dest_rect,
GLenum filter);
GLuint vertex_program_;
GLuint color_fragment_program_;
GLuint depth_fragment_program_;
GLuint color_pipeline_;
GLuint depth_pipeline_;
GLuint vbo_;
GLuint vao_;
GLuint nearest_sampler_;
GLuint linear_sampler_;
GLuint scratch_framebuffer_;
};
} // namespace gl
} // namespace ui
} // namespace xe
#endif // XENIA_UI_GL_BLITTER_H_

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/ui/gl/circular_buffer.h"
#include <algorithm>
#include "xenia/base/assert.h"
#include "xenia/base/math.h"
namespace xe {
namespace ui {
namespace gl {
CircularBuffer::CircularBuffer(size_t capacity, size_t alignment)
: capacity_(capacity),
alignment_(alignment),
write_head_(0),
dirty_start_(UINT64_MAX),
dirty_end_(0),
buffer_(0),
gpu_base_(0),
host_base_(nullptr) {}
CircularBuffer::~CircularBuffer() { Shutdown(); }
bool CircularBuffer::Initialize() {
glCreateBuffers(1, &buffer_);
glNamedBufferStorage(buffer_, capacity_, nullptr,
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
host_base_ = reinterpret_cast<uint8_t*>(glMapNamedBufferRange(
buffer_, 0, capacity_,
GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT | GL_MAP_PERSISTENT_BIT));
assert_not_null(host_base_);
if (!host_base_) {
return false;
}
return true;
}
void CircularBuffer::Shutdown() {
if (!buffer_) {
return;
}
glUnmapNamedBuffer(buffer_);
glDeleteBuffers(1, &buffer_);
buffer_ = 0;
}
bool CircularBuffer::CanAcquire(size_t length) {
size_t aligned_length = xe::round_up(length, alignment_);
return write_head_ + aligned_length <= capacity_;
}
CircularBuffer::Allocation CircularBuffer::Acquire(size_t length) {
// Addresses must always be % 256.
size_t aligned_length = xe::round_up(length, alignment_);
assert_true(aligned_length <= capacity_, "Request too large");
if (write_head_ + aligned_length > capacity_) {
// Flush and wait.
WaitUntilClean();
}
Allocation allocation;
allocation.host_ptr = host_base_ + write_head_;
allocation.gpu_ptr = gpu_base_ + write_head_;
allocation.offset = write_head_;
allocation.length = length;
allocation.aligned_length = aligned_length;
allocation.cache_key = 0;
write_head_ += aligned_length;
return allocation;
}
bool CircularBuffer::AcquireCached(uint32_t key, size_t length,
Allocation* out_allocation) {
uint64_t full_key = key | (length << 32);
auto it = allocation_cache_.find(full_key);
if (it != allocation_cache_.end()) {
uintptr_t write_head = it->second;
size_t aligned_length = xe::round_up(length, alignment_);
out_allocation->host_ptr = host_base_ + write_head;
out_allocation->gpu_ptr = gpu_base_ + write_head;
out_allocation->offset = write_head;
out_allocation->length = length;
out_allocation->aligned_length = aligned_length;
out_allocation->cache_key = full_key;
return true;
} else {
*out_allocation = Acquire(length);
out_allocation->cache_key = full_key;
return false;
}
}
void CircularBuffer::Discard(Allocation allocation) {
write_head_ -= allocation.aligned_length;
}
void CircularBuffer::Commit(Allocation allocation) {
uintptr_t start = allocation.gpu_ptr - gpu_base_;
uintptr_t end = start + allocation.aligned_length;
dirty_start_ = std::min(dirty_start_, start);
dirty_end_ = std::max(dirty_end_, end);
assert_true(dirty_end_ <= capacity_);
if (allocation.cache_key) {
allocation_cache_.insert({allocation.cache_key, allocation.offset});
}
}
void CircularBuffer::Flush() {
if (dirty_start_ == dirty_end_ || dirty_start_ == UINT64_MAX) {
return;
}
glFlushMappedNamedBufferRange(buffer_, dirty_start_,
dirty_end_ - dirty_start_);
dirty_start_ = UINT64_MAX;
dirty_end_ = 0;
}
void CircularBuffer::ClearCache() { allocation_cache_.clear(); }
void CircularBuffer::WaitUntilClean() {
Flush();
glFinish();
write_head_ = 0;
ClearCache();
}
} // namespace gl
} // namespace ui
} // namespace xe

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_UI_GL_CIRCULAR_BUFFER_H_
#define XENIA_UI_GL_CIRCULAR_BUFFER_H_
#include <unordered_map>
#include "xenia/ui/gl/gl.h"
namespace xe {
namespace ui {
namespace gl {
// TODO(benvanik): uh, make this circular.
// TODO(benvanik): fences to prevent this from ever flushing.
class CircularBuffer {
public:
CircularBuffer(size_t capacity, size_t alignment = 256);
~CircularBuffer();
struct Allocation {
void* host_ptr;
GLuint64 gpu_ptr;
size_t offset;
size_t length;
size_t aligned_length;
uint64_t cache_key; // 0 if caching disabled.
};
bool Initialize();
void Shutdown();
GLuint handle() const { return buffer_; }
GLuint64 gpu_handle() const { return gpu_base_; }
size_t capacity() const { return capacity_; }
bool CanAcquire(size_t length);
Allocation Acquire(size_t length);
bool AcquireCached(uint32_t key, size_t length, Allocation* out_allocation);
void Discard(Allocation allocation);
void Commit(Allocation allocation);
void Flush();
void ClearCache();
void WaitUntilClean();
private:
size_t capacity_;
size_t alignment_;
uintptr_t write_head_;
uintptr_t dirty_start_;
uintptr_t dirty_end_;
GLuint buffer_;
GLuint64 gpu_base_;
uint8_t* host_base_;
std::unordered_map<uint64_t, uintptr_t> allocation_cache_;
};
} // namespace gl
} // namespace ui
} // namespace xe
#endif // XENIA_UI_GL_CIRCULAR_BUFFER_H_

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2015 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_UI_GL_GL_H_
#define XENIA_UI_GL_GL_H_
#include "xenia/base/platform.h"
#include "third_party/GL/glew.h"
typedef struct GLEWContextStruct GLEWContext;
extern "C" GLEWContext* glewGetContext();
#if XE_PLATFORM_WIN32
// We avoid including wglew.h here as it includes windows.h and pollutes the
// global namespace. As we don't need wglew most places we only do that as
// required.
typedef struct WGLEWContextStruct WGLEWContext;
extern "C" WGLEWContext* wglewGetContext();
#elif XE_PLATFORM_LINUX
typedef struct GLXEWContextStruct GLXEWContext;
extern "C" GLXEWContext* glxewGetContext();
#endif
#endif // XENIA_UI_GL_GL_H_

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/ui/gl/gl_context.h"
#include <gflags/gflags.h>
#include <mutex>
#include <string>
#include "xenia/base/assert.h"
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/base/profiling.h"
#include "xenia/ui/gl/gl_immediate_drawer.h"
#include "xenia/ui/window.h"
DEFINE_bool(thread_safe_gl, false,
"Only allow one GL context to be active at a time.");
DEFINE_bool(disable_gl_context_reset, false,
"Do not aggressively reset the GL context (helps with capture "
"programs such as OBS or FRAPS).");
DEFINE_bool(random_clear_color, false, "Randomizes GL clear color.");
DEFINE_bool(gl_debug, false, "Enable OpenGL debug validation layer.");
DEFINE_bool(gl_debug_output, false, "Dump ARB_debug_output to stderr.");
DEFINE_bool(gl_debug_output_synchronous, true,
"ARB_debug_output will synchronize to be thread safe.");
namespace xe {
namespace ui {
namespace gl {
std::recursive_mutex GLContext::global_gl_mutex_;
void GLContext::FatalGLError(std::string error) {
xe::FatalError(
error +
"\nEnsure you have the latest drivers for your GPU and that it supports "
"OpenGL 4.5. See http://xenia.jp/faq/ for more information and a list"
"of supported GPUs.");
}
GLContext::GLContext(GraphicsProvider* provider, Window* target_window)
: GraphicsContext(provider, target_window) {}
GLContext::~GLContext() {}
void GLContext::AssertExtensionsPresent() {
if (!MakeCurrent()) {
FatalGLError("Unable to make GL context current.");
return;
}
// Check shader version at least 4.5 (matching GL 4.5).
auto glsl_version_raw =
reinterpret_cast<const char*>(glGetString(GL_SHADING_LANGUAGE_VERSION));
std::string glsl_version(glsl_version_raw);
if (glsl_version.find("4.5") == std::string::npos &&
glsl_version.find("4.6") == std::string::npos) {
FatalGLError("OpenGL GLSL version 4.50 or higher is required.");
return;
}
if (!GLEW_ARB_bindless_texture || !glMakeTextureHandleResidentARB) {
FatalGLError("OpenGL extension ARB_bindless_texture is required.");
return;
}
if (!GLEW_ARB_fragment_coord_conventions) {
FatalGLError(
"OpenGL extension ARB_fragment_coord_conventions is required.");
return;
}
ClearCurrent();
}
void GLContext::DebugMessage(GLenum source, GLenum type, GLuint id,
GLenum severity, GLsizei length,
const GLchar* message) {
const char* source_name = nullptr;
switch (source) {
case GL_DEBUG_SOURCE_API_ARB:
source_name = "OpenGL";
break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB:
source_name = "Windows";
break;
case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB:
source_name = "Shader Compiler";
break;
case GL_DEBUG_SOURCE_THIRD_PARTY_ARB:
source_name = "Third Party";
break;
case GL_DEBUG_SOURCE_APPLICATION_ARB:
source_name = "Application";
break;
case GL_DEBUG_SOURCE_OTHER_ARB:
source_name = "Other";
break;
default:
source_name = "(unknown source)";
break;
}
const char* type_name = nullptr;
switch (type) {
case GL_DEBUG_TYPE_ERROR:
type_name = "error";
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
type_name = "deprecated behavior";
break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
type_name = "undefined behavior";
break;
case GL_DEBUG_TYPE_PORTABILITY:
type_name = "portability";
break;
case GL_DEBUG_TYPE_PERFORMANCE:
type_name = "performance";
break;
case GL_DEBUG_TYPE_OTHER:
type_name = "message";
break;
case GL_DEBUG_TYPE_MARKER:
type_name = "marker";
break;
case GL_DEBUG_TYPE_PUSH_GROUP:
type_name = "push group";
break;
case GL_DEBUG_TYPE_POP_GROUP:
type_name = "pop group";
break;
default:
type_name = "(unknown type)";
break;
}
const char* severity_name = nullptr;
switch (severity) {
case GL_DEBUG_SEVERITY_HIGH_ARB:
severity_name = "high";
break;
case GL_DEBUG_SEVERITY_MEDIUM_ARB:
severity_name = "medium";
break;
case GL_DEBUG_SEVERITY_LOW_ARB:
severity_name = "low";
break;
case GL_DEBUG_SEVERITY_NOTIFICATION:
severity_name = "notification";
break;
default:
severity_name = "(unknown severity)";
break;
}
XELOGE("GL4 %s: %s(%s) %d: %s", source_name, type_name, severity_name, id,
message);
}
void GLAPIENTRY GLContext::DebugMessageThunk(GLenum source, GLenum type,
GLuint id, GLenum severity,
GLsizei length,
const GLchar* message,
GLvoid* user_param) {
reinterpret_cast<GLContext*>(user_param)
->DebugMessage(source, type, id, severity, length, message);
}
void GLContext::SetupDebugging() {
if (!FLAGS_gl_debug || !FLAGS_gl_debug_output) {
return;
}
glEnable(GL_DEBUG_OUTPUT);
// Synchronous output hurts, but is required if we want to line up the logs.
if (FLAGS_gl_debug_output_synchronous) {
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
} else {
glDisable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
}
// Enable everything by default.
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL,
GL_TRUE);
// Disable annoying messages.
GLuint disable_message_ids[] = {
0x00020004, // Usage warning: Generic vertex attribute array 0 uses a
// pointer with a small value (0x0000000000000000). Is this
// intended to be used as an offset into a buffer object?
};
glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_OTHER, GL_DONT_CARE,
GLsizei(xe::countof(disable_message_ids)),
disable_message_ids, GL_FALSE);
// Callback will be made from driver threads.
glDebugMessageCallback(reinterpret_cast<GLDEBUGPROC>(&DebugMessageThunk),
this);
}
ImmediateDrawer* GLContext::immediate_drawer() {
return immediate_drawer_.get();
}
bool GLContext::WasLost() {
if (!robust_access_supported_) {
// Can't determine if we lost the context.
return false;
}
if (context_lost_) {
return true;
}
auto status = glGetGraphicsResetStatusARB();
if (status != GL_NO_ERROR) {
// Graphics card reset.
XELOGE("============= TDR detected on context %p! Context %s =============",
handle(), status == GL_GUILTY_CONTEXT_RESET ? "guilty" : "innocent");
context_lost_ = true;
return true;
}
return false;
}
std::unique_ptr<RawImage> GLContext::Capture() {
GraphicsContextLock lock(this);
std::unique_ptr<RawImage> raw_image(new RawImage());
raw_image->width = target_window_->width();
raw_image->stride = raw_image->width * 4;
raw_image->height = target_window_->height();
raw_image->data.resize(raw_image->stride * raw_image->height);
glReadPixels(0, 0, target_window_->width(), target_window_->height(), GL_RGBA,
GL_UNSIGNED_BYTE, raw_image->data.data());
// Flip vertically in-place.
size_t yt = 0;
size_t yb = (raw_image->height - 1) * raw_image->stride;
while (yt < yb) {
for (size_t i = 0; i < raw_image->stride; ++i) {
std::swap(raw_image->data[yt + i], raw_image->data[yb + i]);
}
yt += raw_image->stride;
yb -= raw_image->stride;
}
return raw_image;
}
} // namespace gl
} // namespace ui
} // namespace xe

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@@ -1,93 +0,0 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_UI_GL_GL_CONTEXT_H_
#define XENIA_UI_GL_GL_CONTEXT_H_
#include <gflags/gflags.h>
#include <memory>
#include <mutex>
#include "xenia/ui/gl/blitter.h"
#include "xenia/ui/gl/gl.h"
#include "xenia/ui/graphics_context.h"
DECLARE_bool(thread_safe_gl);
DECLARE_bool(disable_gl_context_reset);
DECLARE_bool(random_clear_color);
DECLARE_bool(gl_debug);
DECLARE_bool(gl_debug_output);
DECLARE_bool(gl_debug_output_synchronous);
namespace xe {
namespace ui {
namespace gl {
class GLImmediateDrawer;
class GLProvider;
class GLContext : public GraphicsContext {
public:
~GLContext() override;
ImmediateDrawer* immediate_drawer() override;
virtual bool is_current() override = 0;
virtual bool MakeCurrent() override = 0;
virtual void ClearCurrent() override = 0;
bool WasLost() override;
virtual void BeginSwap() override = 0;
virtual void EndSwap() override = 0;
std::unique_ptr<RawImage> Capture() override;
Blitter* blitter() { return &blitter_; }
protected:
Blitter blitter_;
std::unique_ptr<GLImmediateDrawer> immediate_drawer_;
static std::recursive_mutex global_gl_mutex_;
bool context_lost_ = false;
bool robust_access_supported_ = false;
static void FatalGLError(std::string error);
virtual bool Initialize(GLContext* share_context) = 0;
virtual void* handle() = 0;
GLContext(GraphicsProvider* provider, Window* target_window);
void SetupDebugging();
void AssertExtensionsPresent();
void DebugMessage(GLenum source, GLenum type, GLuint id, GLenum severity,
GLsizei length, const GLchar* message);
private:
friend class GLProvider;
static std::unique_ptr<GLContext> Create(GraphicsProvider* provider,
Window* target_window,
GLContext* share_context = nullptr);
static std::unique_ptr<GLContext> CreateOffscreen(GraphicsProvider* provider,
GLContext* parent_context);
private:
static void GLAPIENTRY DebugMessageThunk(GLenum source, GLenum type,
GLuint id, GLenum severity,
GLsizei length,
const GLchar* message,
GLvoid* user_param);
};
} // namespace gl
} // namespace ui
} // namespace xe
#endif // XENIA_UI_GL_GL_CONTEXT_H_

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@@ -1,315 +0,0 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/ui/gl/gl_context_win.h"
#include <gflags/gflags.h>
#include <mutex>
#include <string>
#include "xenia/base/assert.h"
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/base/platform_win.h"
#include "xenia/base/profiling.h"
#include "xenia/ui/gl/gl_immediate_drawer.h"
#include "xenia/ui/window.h"
#include "third_party/GL/wglew.h"
namespace xe {
namespace ui {
namespace gl {
thread_local GLEWContext* tls_glew_context_ = nullptr;
thread_local WGLEWContext* tls_wglew_context_ = nullptr;
extern "C" GLEWContext* glewGetContext() { return tls_glew_context_; }
extern "C" WGLEWContext* wglewGetContext() { return tls_wglew_context_; }
std::unique_ptr<GLContext> GLContext::Create(GraphicsProvider* provider,
Window* target_window,
GLContext* share_context) {
auto context =
std::unique_ptr<GLContext>(new WGLContext(provider, target_window));
if (!context->Initialize(share_context)) {
return nullptr;
}
context->AssertExtensionsPresent();
return context;
}
std::unique_ptr<GLContext> GLContext::CreateOffscreen(
GraphicsProvider* provider, GLContext* parent_context) {
return WGLContext::CreateOffscreen(provider,
static_cast<WGLContext*>(parent_context));
}
WGLContext::WGLContext(GraphicsProvider* provider, Window* target_window)
: GLContext(provider, target_window) {
glew_context_.reset(new GLEWContext());
wglew_context_.reset(new WGLEWContext());
}
WGLContext::~WGLContext() {
MakeCurrent();
blitter_.Shutdown();
immediate_drawer_.reset();
ClearCurrent();
if (glrc_) {
wglDeleteContext(glrc_);
}
if (dc_) {
ReleaseDC(HWND(target_window_->native_handle()), dc_);
}
}
bool WGLContext::Initialize(GLContext* share_context_) {
WGLContext* share_context = static_cast<WGLContext*>(share_context_);
dc_ = GetDC(HWND(target_window_->native_handle()));
PIXELFORMATDESCRIPTOR pfd = {0};
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DOUBLEBUFFER | PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
pfd.cDepthBits = 32;
pfd.iLayerType = PFD_MAIN_PLANE;
int pixel_format = ChoosePixelFormat(dc_, &pfd);
if (!pixel_format) {
FatalGLError("Unable to choose pixel format.");
return false;
}
if (!SetPixelFormat(dc_, pixel_format, &pfd)) {
FatalGLError("Unable to set pixel format.");
return false;
}
HGLRC temp_context = wglCreateContext(dc_);
if (!temp_context) {
FatalGLError("Unable to create temporary GL context.");
return false;
}
wglMakeCurrent(dc_, temp_context);
tls_glew_context_ = glew_context_.get();
tls_wglew_context_ = wglew_context_.get();
if (glewInit() != GLEW_OK) {
FatalGLError("Unable to initialize GLEW.");
return false;
}
if (wglewInit() != GLEW_OK) {
FatalGLError("Unable to initialize WGLEW.");
return false;
}
if (!WGLEW_ARB_create_context) {
FatalGLError("WGL_ARG_create_context not supported by GL ICD.");
return false;
}
if (GLEW_ARB_robustness) {
robust_access_supported_ = true;
}
int context_flags = 0;
if (FLAGS_gl_debug) {
context_flags |= WGL_CONTEXT_DEBUG_BIT_ARB;
}
if (robust_access_supported_) {
context_flags |= WGL_CONTEXT_ROBUST_ACCESS_BIT_ARB;
}
int attrib_list[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB,
4,
WGL_CONTEXT_MINOR_VERSION_ARB,
5,
WGL_CONTEXT_FLAGS_ARB,
context_flags,
WGL_CONTEXT_PROFILE_MASK_ARB,
WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
WGL_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB,
robust_access_supported_ ? WGL_LOSE_CONTEXT_ON_RESET_ARB : 0,
0};
glrc_ = wglCreateContextAttribsARB(
dc_, share_context ? share_context->glrc_ : nullptr, attrib_list);
wglMakeCurrent(nullptr, nullptr);
wglDeleteContext(temp_context);
if (!glrc_) {
FatalGLError("Unable to create real GL context.");
return false;
}
if (!MakeCurrent()) {
FatalGLError("Could not make real GL context current.");
return false;
}
XELOGI("Successfully created OpenGL context:");
XELOGI(" GL_VENDOR: %s", glGetString(GL_VENDOR));
XELOGI(" GL_VERSION: %s", glGetString(GL_VERSION));
XELOGI(" GL_RENDERER: %s", glGetString(GL_RENDERER));
XELOGI(" GL_SHADING_LANGUAGE_VERSION: %s",
glGetString(GL_SHADING_LANGUAGE_VERSION));
while (glGetError()) {
// Clearing errors.
}
SetupDebugging();
if (!blitter_.Initialize()) {
FatalGLError("Unable to initialize blitter.");
ClearCurrent();
return false;
}
immediate_drawer_ = std::make_unique<GLImmediateDrawer>(this);
ClearCurrent();
return true;
}
std::unique_ptr<WGLContext> WGLContext::CreateOffscreen(
GraphicsProvider* provider, WGLContext* parent_context) {
assert_not_null(parent_context->glrc_);
HGLRC new_glrc = nullptr;
{
GraphicsContextLock context_lock(parent_context);
int context_flags = 0;
if (FLAGS_gl_debug) {
context_flags |= WGL_CONTEXT_DEBUG_BIT_ARB;
}
bool robust_access_supported = parent_context->robust_access_supported_;
if (robust_access_supported) {
context_flags |= WGL_CONTEXT_ROBUST_ACCESS_BIT_ARB;
}
int attrib_list[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB,
4,
WGL_CONTEXT_MINOR_VERSION_ARB,
5,
WGL_CONTEXT_FLAGS_ARB,
context_flags,
WGL_CONTEXT_PROFILE_MASK_ARB,
WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
WGL_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB,
robust_access_supported ? WGL_LOSE_CONTEXT_ON_RESET_ARB : 0,
0};
new_glrc = wglCreateContextAttribsARB(parent_context->dc_,
parent_context->glrc_, attrib_list);
if (!new_glrc) {
FatalGLError("Could not create shared context.");
return nullptr;
}
}
auto new_context = std::unique_ptr<WGLContext>(
new WGLContext(provider, parent_context->target_window_));
new_context->glrc_ = new_glrc;
new_context->dc_ =
GetDC(HWND(parent_context->target_window_->native_handle()));
new_context->robust_access_supported_ =
parent_context->robust_access_supported_;
if (!new_context->MakeCurrent()) {
FatalGLError("Could not make new GL context current.");
return nullptr;
}
if (!glGetString(GL_EXTENSIONS)) {
new_context->ClearCurrent();
FatalGLError("New GL context did not have extensions.");
return nullptr;
}
if (glewInit() != GLEW_OK) {
new_context->ClearCurrent();
FatalGLError("Unable to initialize GLEW on shared context.");
return nullptr;
}
if (wglewInit() != GLEW_OK) {
new_context->ClearCurrent();
FatalGLError("Unable to initialize WGLEW on shared context.");
return nullptr;
}
new_context->SetupDebugging();
if (!new_context->blitter_.Initialize()) {
FatalGLError("Unable to initialize blitter on shared context.");
return nullptr;
}
new_context->ClearCurrent();
return new_context;
}
bool WGLContext::is_current() {
return tls_glew_context_ == glew_context_.get();
}
bool WGLContext::MakeCurrent() {
SCOPE_profile_cpu_f("gpu");
if (FLAGS_thread_safe_gl) {
global_gl_mutex_.lock();
}
if (!wglMakeCurrent(dc_, glrc_)) {
if (FLAGS_thread_safe_gl) {
global_gl_mutex_.unlock();
}
FatalGLError("Unable to make GL context current.");
return false;
}
tls_glew_context_ = glew_context_.get();
tls_wglew_context_ = wglew_context_.get();
return true;
}
void WGLContext::ClearCurrent() {
if (!FLAGS_disable_gl_context_reset) {
wglMakeCurrent(nullptr, nullptr);
}
tls_glew_context_ = nullptr;
tls_wglew_context_ = nullptr;
if (FLAGS_thread_safe_gl) {
global_gl_mutex_.unlock();
}
}
void WGLContext::BeginSwap() {
SCOPE_profile_cpu_i("gpu", "xe::ui::gl::WGLContext::BeginSwap");
float clear_color[] = {238 / 255.0f, 238 / 255.0f, 238 / 255.0f, 1.0f};
if (FLAGS_random_clear_color) {
clear_color[0] =
rand() / static_cast<float>(RAND_MAX); // NOLINT(runtime/threadsafe_fn)
clear_color[1] = 1.0f;
clear_color[2] = 0.0f;
clear_color[3] = 1.0f;
}
glClearNamedFramebufferfv(0, GL_COLOR, 0, clear_color);
}
void WGLContext::EndSwap() {
SCOPE_profile_cpu_i("gpu", "xe::ui::gl::WGLContext::EndSwap");
SwapBuffers(dc_);
}
} // namespace gl
} // namespace ui
} // namespace xe

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@@ -1,64 +0,0 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_UI_GL_WGL_CONTEXT_H_
#define XENIA_UI_GL_WGL_CONTEXT_H_
#include <gflags/gflags.h>
#include <memory>
#include "xenia/ui/gl/blitter.h"
#include "xenia/ui/gl/gl.h"
#include "xenia/ui/gl/gl_context.h"
#include "xenia/ui/graphics_context.h"
typedef struct HDC__* HDC;
typedef struct HGLRC__* HGLRC;
namespace xe {
namespace ui {
namespace gl {
class GLImmediateDrawer;
class GLProvider;
class WGLContext : public GLContext {
public:
~WGLContext() override;
bool is_current() override;
bool MakeCurrent() override;
void ClearCurrent() override;
void BeginSwap() override;
void EndSwap() override;
protected:
friend class GLContext;
WGLContext(GraphicsProvider* provider, Window* target_window);
static std::unique_ptr<WGLContext> CreateOffscreen(
GraphicsProvider* provider, WGLContext* parent_context);
bool Initialize(GLContext* share_context) override;
void* handle() override { return glrc_; }
private:
HDC dc_ = nullptr;
HGLRC glrc_ = nullptr;
std::unique_ptr<GLEWContext> glew_context_;
std::unique_ptr<WGLEWContext> wglew_context_;
};
} // namespace gl
} // namespace ui
} // namespace xe
#endif // XENIA_UI_GL_GL_CONTEXT_H_

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@@ -1,323 +0,0 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/ui/gl/gl_context_x11.h"
#include <gflags/gflags.h>
#include <gdk/gdkx.h>
#include <mutex>
#include <string>
#include "third_party/GL/glxew.h"
#include "xenia/base/assert.h"
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/base/platform_linux.h"
#include "xenia/base/profiling.h"
#include "xenia/ui/gl/gl_immediate_drawer.h"
#include "xenia/ui/window.h"
namespace xe {
namespace ui {
namespace gl {
thread_local GLEWContext* tls_glew_context_ = nullptr;
thread_local GLXEWContext* tls_glxew_context_ = nullptr;
extern "C" GLEWContext* glewGetContext() { return tls_glew_context_; }
extern "C" GLXEWContext* glxewGetContext() { return tls_glxew_context_; }
std::unique_ptr<GLContext> GLContext::Create(GraphicsProvider* provider,
Window* target_window,
GLContext* share_context) {
auto context =
std::unique_ptr<GLContext>(new GLXContext(provider, target_window));
if (!context->Initialize(share_context)) {
return nullptr;
}
context->AssertExtensionsPresent();
return context;
}
std::unique_ptr<GLContext> GLContext::CreateOffscreen(
GraphicsProvider* provider, GLContext* parent_context) {
return GLXContext::CreateOffscreen(provider,
static_cast<GLXContext*>(parent_context));
}
GLXContext::GLXContext(GraphicsProvider* provider, Window* target_window)
: GLContext(provider, target_window) {
glew_context_.reset(new GLEWContext());
glxew_context_.reset(new GLXEWContext());
}
GLXContext::~GLXContext() {
MakeCurrent();
blitter_.Shutdown();
immediate_drawer_.reset();
ClearCurrent();
if (glx_context_) {
glXDestroyContext(disp_, glx_context_);
}
if (draw_area_) {
gtk_widget_destroy(draw_area_);
}
}
bool GLXContext::Initialize(GLContext* share_context) {
GtkWidget* window = GTK_WIDGET(target_window_->native_handle());
GtkWidget* draw_area = gtk_drawing_area_new();
int32_t width;
int32_t height;
gtk_window_get_size(GTK_WINDOW(window), &width, &height);
gtk_widget_set_size_request(draw_area, width, height);
gtk_container_add(GTK_CONTAINER(window), draw_area);
GdkVisual* visual = gdk_screen_get_system_visual(gdk_screen_get_default());
GdkDisplay* gdk_display = gtk_widget_get_display(window);
Display* display = gdk_x11_display_get_xdisplay(gdk_display);
disp_ = display;
::Window root = gdk_x11_get_default_root_xwindow();
static int vis_attrib_list[] = {GLX_RGBA, GLX_DEPTH_SIZE, 24,
GLX_DOUBLEBUFFER, None};
XVisualInfo* vi = glXChooseVisual(display, 0, vis_attrib_list);
if (vi == NULL) {
FatalGLError("No matching visuals for X display");
return false;
}
cmap_ = XCreateColormap(display, root, vi->visual, AllocNone);
::GLXContext temp_context = glXCreateContext(display, vi, NULL, GL_TRUE);
if (!temp_context) {
FatalGLError("Unable to create temporary GLX context");
return false;
}
xid_ = GDK_WINDOW_XID(gtk_widget_get_window(window));
glXMakeCurrent(display, xid_, temp_context);
tls_glew_context_ = glew_context_.get();
tls_glxew_context_ = glxew_context_.get();
if (glewInit() != GLEW_OK) {
FatalGLError("Unable to initialize GLEW.");
return false;
}
if (glxewInit() != GLEW_OK) {
FatalGLError("Unable to initialize GLXEW.");
return false;
}
if (!GLXEW_ARB_create_context) {
FatalGLError("GLX_ARB_create_context not supported by GL ICD.");
return false;
}
if (GLEW_ARB_robustness) {
robust_access_supported_ = true;
}
int context_flags = 0;
if (FLAGS_gl_debug) {
context_flags |= GLX_CONTEXT_DEBUG_BIT_ARB;
}
if (robust_access_supported_) {
context_flags |= GLX_CONTEXT_ROBUST_ACCESS_BIT_ARB;
}
int attrib_list[] = {
GLX_CONTEXT_MAJOR_VERSION_ARB,
4,
GLX_CONTEXT_MINOR_VERSION_ARB,
5,
GLX_CONTEXT_FLAGS_ARB,
context_flags,
GLX_CONTEXT_PROFILE_MASK_ARB,
GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
GLX_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB,
robust_access_supported_ ? GLX_LOSE_CONTEXT_ON_RESET_ARB : 0,
0};
GLXContext* share_context_glx = static_cast<GLXContext*>(share_context);
glx_context_ = glXCreateContextAttribsARB(
display, nullptr,
share_context ? share_context_glx->glx_context_ : nullptr, True,
attrib_list);
glXMakeCurrent(display, 0, nullptr);
glXDestroyContext(display, temp_context);
if (!glx_context_) {
FatalGLError("Unable to create real GL context.");
return false;
}
if (!MakeCurrent()) {
FatalGLError("Could not make real GL context current.");
return false;
}
XELOGI("Successfully created OpenGL context:");
XELOGI(" GL_VENDOR: %s", glGetString(GL_VENDOR));
XELOGI(" GL_VERSION: %s", glGetString(GL_VERSION));
XELOGI(" GL_RENDERER: %s", glGetString(GL_RENDERER));
XELOGI(" GL_SHADING_LANGUAGE_VERSION: %s",
glGetString(GL_SHADING_LANGUAGE_VERSION));
while (glGetError()) {
// Clearing errors.
}
SetupDebugging();
if (!blitter_.Initialize()) {
FatalGLError("Unable to initialize blitter.");
ClearCurrent();
return false;
}
immediate_drawer_ = std::make_unique<GLImmediateDrawer>(this);
ClearCurrent();
return true;
}
std::unique_ptr<GLXContext> GLXContext::CreateOffscreen(
GraphicsProvider* provider, GLXContext* parent_context) {
assert_not_null(parent_context->glx_context_);
::GLXContext new_glrc;
{
GraphicsContextLock context_lock(parent_context);
int context_flags = 0;
if (FLAGS_gl_debug) {
context_flags |= GLX_CONTEXT_DEBUG_BIT_ARB;
}
bool robust_access_supported = parent_context->robust_access_supported_;
if (robust_access_supported) {
context_flags |= GLX_CONTEXT_ROBUST_ACCESS_BIT_ARB;
}
int attrib_list[] = {
GLX_CONTEXT_MAJOR_VERSION_ARB,
4,
GLX_CONTEXT_MINOR_VERSION_ARB,
5,
GLX_CONTEXT_FLAGS_ARB,
context_flags,
GLX_CONTEXT_PROFILE_MASK_ARB,
GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
GLX_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB,
robust_access_supported ? GLX_LOSE_CONTEXT_ON_RESET_ARB : 0,
0};
new_glrc = glXCreateContextAttribsARB(parent_context->disp_, nullptr,
parent_context->glx_context_, True,
attrib_list);
if (!new_glrc) {
FatalGLError("Could not create shared context.");
return nullptr;
}
}
auto new_context = std::unique_ptr<GLXContext>(
new GLXContext(provider, parent_context->target_window_));
new_context->glx_context_ = new_glrc;
new_context->window_ = parent_context->window_;
new_context->draw_area_ = parent_context->draw_area_;
new_context->disp_ = parent_context->disp_;
new_context->xid_ = parent_context->xid_;
new_context->robust_access_supported_ =
parent_context->robust_access_supported_;
if (!new_context->MakeCurrent()) {
FatalGLError("Could not make new GL context current.");
return nullptr;
}
if (!glGetString(GL_EXTENSIONS)) {
new_context->ClearCurrent();
FatalGLError("New GL context did not have extensions.");
return nullptr;
}
if (glewInit() != GLEW_OK) {
new_context->ClearCurrent();
FatalGLError("Unable to initialize GLEW on shared context.");
return nullptr;
}
if (glxewInit() != GLEW_OK) {
new_context->ClearCurrent();
FatalGLError("Unable to initialize GLXEW on shared context.");
return nullptr;
}
new_context->SetupDebugging();
if (!new_context->blitter_.Initialize()) {
FatalGLError("Unable to initialize blitter on shared context.");
return nullptr;
}
new_context->ClearCurrent();
return new_context;
}
bool GLXContext::is_current() {
return tls_glew_context_ == glew_context_.get();
}
bool GLXContext::MakeCurrent() {
SCOPE_profile_cpu_f("gpu");
if (FLAGS_thread_safe_gl) {
global_gl_mutex_.lock();
}
if (!glXMakeCurrent(disp_, xid_, glx_context_)) {
if (FLAGS_thread_safe_gl) {
global_gl_mutex_.unlock();
}
FatalGLError("Unable to make GL context current.");
return false;
}
tls_glew_context_ = glew_context_.get();
tls_glxew_context_ = glxew_context_.get();
return true;
}
void GLXContext::ClearCurrent() {
if (!FLAGS_disable_gl_context_reset) {
glXMakeCurrent(disp_, 0, nullptr);
}
tls_glew_context_ = nullptr;
tls_glxew_context_ = nullptr;
if (FLAGS_thread_safe_gl) {
global_gl_mutex_.unlock();
}
}
void GLXContext::BeginSwap() {
SCOPE_profile_cpu_i("gpu", "xe::ui::gl::GLXContext::BeginSwap");
float clear_color[] = {238 / 255.0f, 238 / 255.0f, 238 / 255.0f, 1.0f};
if (FLAGS_random_clear_color) {
clear_color[0] =
rand() / static_cast<float>(RAND_MAX); // NOLINT(runtime/threadsafe_fn)
clear_color[1] = 1.0f;
clear_color[2] = 0.0f;
clear_color[3] = 1.0f;
}
glClearNamedFramebufferfv(0, GL_COLOR, 0, clear_color);
}
void GLXContext::EndSwap() {
SCOPE_profile_cpu_i("gpu", "xe::ui::gl::GLXContext::EndSwap");
glXSwapBuffers(disp_, xid_);
}
} // namespace gl
} // namespace ui
} // namespace xe

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@@ -1,69 +0,0 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_UI_GL_GLX_CONTEXT_H_
#define XENIA_UI_GL_GLX_CONTEXT_H_
#include <gflags/gflags.h>
#include <memory>
#include "third_party/GL/glxew.h"
#include "xenia/base/platform_linux.h"
#include "xenia/ui/gl/blitter.h"
#include "xenia/ui/gl/gl.h"
#include "xenia/ui/gl/gl_context.h"
#include "xenia/ui/graphics_context.h"
DECLARE_bool(thread_safe_gl);
namespace xe {
namespace ui {
namespace gl {
class GLImmediateDrawer;
class GLProvider;
class GLXContext : public GLContext {
public:
~GLXContext() override;
bool is_current() override;
bool MakeCurrent() override;
void ClearCurrent() override;
void BeginSwap() override;
void EndSwap() override;
protected:
static std::unique_ptr<GLXContext> CreateOffscreen(
GraphicsProvider* provider, GLXContext* parent_context);
bool Initialize(GLContext* share_context) override;
void* handle() override { return glx_context_; }
private:
friend class GLContext;
GLXContext(GraphicsProvider* provider, Window* target_window);
std::unique_ptr<GLEWContext> glew_context_;
std::unique_ptr<GLXEWContext> glxew_context_;
::GLXContext glx_context_;
GtkWidget* window_;
GtkWidget* draw_area_;
Colormap cmap_;
Display* disp_;
int xid_;
};
} // namespace gl
} // namespace ui
} // namespace xe
#endif // XENIA_UI_GL_GL_CONTEXT_H_

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@@ -1,283 +0,0 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2015 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/ui/gl/gl_immediate_drawer.h"
#include <string>
#include "xenia/base/assert.h"
#include "xenia/ui/graphics_context.h"
namespace xe {
namespace ui {
namespace gl {
constexpr uint32_t kMaxDrawVertices = 64 * 1024;
constexpr uint32_t kMaxDrawIndices = 64 * 1024;
class GLImmediateTexture : public ImmediateTexture {
public:
GLImmediateTexture(uint32_t width, uint32_t height,
ImmediateTextureFilter filter, bool repeat)
: ImmediateTexture(width, height) {
GLuint gl_handle;
glCreateTextures(GL_TEXTURE_2D, 1, &gl_handle);
GLenum gl_filter = GL_NEAREST;
switch (filter) {
case ImmediateTextureFilter::kNearest:
gl_filter = GL_NEAREST;
break;
case ImmediateTextureFilter::kLinear:
gl_filter = GL_LINEAR;
break;
}
glTextureParameteri(gl_handle, GL_TEXTURE_MIN_FILTER, gl_filter);
glTextureParameteri(gl_handle, GL_TEXTURE_MAG_FILTER, gl_filter);
glTextureParameteri(gl_handle, GL_TEXTURE_WRAP_S,
repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE);
glTextureParameteri(gl_handle, GL_TEXTURE_WRAP_T,
repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE);
glTextureStorage2D(gl_handle, 1, GL_RGBA8, width, height);
handle = static_cast<uintptr_t>(gl_handle);
}
~GLImmediateTexture() override {
GLuint gl_handle = static_cast<GLuint>(handle);
glDeleteTextures(1, &gl_handle);
}
};
GLImmediateDrawer::GLImmediateDrawer(GraphicsContext* graphics_context)
: ImmediateDrawer(graphics_context) {
glCreateBuffers(1, &vertex_buffer_);
glNamedBufferStorage(vertex_buffer_,
kMaxDrawVertices * sizeof(ImmediateVertex), nullptr,
GL_DYNAMIC_STORAGE_BIT);
glCreateBuffers(1, &index_buffer_);
glNamedBufferStorage(index_buffer_, kMaxDrawIndices * sizeof(uint16_t),
nullptr, GL_DYNAMIC_STORAGE_BIT);
glCreateVertexArrays(1, &vao_);
glEnableVertexArrayAttrib(vao_, 0);
glVertexArrayAttribBinding(vao_, 0, 0);
glVertexArrayAttribFormat(vao_, 0, 2, GL_FLOAT, GL_FALSE,
offsetof(ImmediateVertex, x));
glEnableVertexArrayAttrib(vao_, 1);
glVertexArrayAttribBinding(vao_, 1, 0);
glVertexArrayAttribFormat(vao_, 1, 2, GL_FLOAT, GL_FALSE,
offsetof(ImmediateVertex, u));
glEnableVertexArrayAttrib(vao_, 2);
glVertexArrayAttribBinding(vao_, 2, 0);
glVertexArrayAttribFormat(vao_, 2, 4, GL_UNSIGNED_BYTE, GL_TRUE,
offsetof(ImmediateVertex, color));
glVertexArrayVertexBuffer(vao_, 0, vertex_buffer_, 0,
sizeof(ImmediateVertex));
InitializeShaders();
}
GLImmediateDrawer::~GLImmediateDrawer() {
GraphicsContextLock lock(graphics_context_);
glDeleteBuffers(1, &vertex_buffer_);
glDeleteBuffers(1, &index_buffer_);
glDeleteVertexArrays(1, &vao_);
glDeleteProgram(program_);
}
void GLImmediateDrawer::InitializeShaders() {
const std::string header =
R"(
#version 450
#extension GL_ARB_explicit_uniform_location : require
#extension GL_ARB_shading_language_420pack : require
precision highp float;
layout(std140, column_major) uniform;
layout(std430, column_major) buffer;
)";
const std::string vertex_shader_source = header +
R"(
layout(location = 0) uniform mat4 projection_matrix;
layout(location = 0) in vec2 in_pos;
layout(location = 1) in vec2 in_uv;
layout(location = 2) in vec4 in_color;
layout(location = 0) out vec2 vtx_uv;
layout(location = 1) out vec4 vtx_color;
void main() {
gl_Position = projection_matrix * vec4(in_pos.xy, 0.0, 1.0);
vtx_uv = in_uv;
vtx_color = in_color;
})";
const std::string fragment_shader_source = header +
R"(
layout(location = 1) uniform sampler2D texture_sampler;
layout(location = 2) uniform int restrict_texture_samples;
layout(location = 0) in vec2 vtx_uv;
layout(location = 1) in vec4 vtx_color;
layout(location = 0) out vec4 out_color;
void main() {
out_color = vtx_color;
if (restrict_texture_samples == 0 || vtx_uv.x <= 1.0) {
vec4 tex_color = texture(texture_sampler, vtx_uv);
out_color *= tex_color;
// TODO(benvanik): microprofiler shadows.
}
})";
GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
const char* vertex_shader_source_ptr = vertex_shader_source.c_str();
GLint vertex_shader_source_length = GLint(vertex_shader_source.size());
glShaderSource(vertex_shader, 1, &vertex_shader_source_ptr,
&vertex_shader_source_length);
glCompileShader(vertex_shader);
GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
const char* fragment_shader_source_ptr = fragment_shader_source.c_str();
GLint fragment_shader_source_length = GLint(fragment_shader_source.size());
glShaderSource(fragment_shader, 1, &fragment_shader_source_ptr,
&fragment_shader_source_length);
glCompileShader(fragment_shader);
program_ = glCreateProgram();
glAttachShader(program_, vertex_shader);
glAttachShader(program_, fragment_shader);
glLinkProgram(program_);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
}
std::unique_ptr<ImmediateTexture> GLImmediateDrawer::CreateTexture(
uint32_t width, uint32_t height, ImmediateTextureFilter filter, bool repeat,
const uint8_t* data) {
GraphicsContextLock lock(graphics_context_);
auto texture =
std::make_unique<GLImmediateTexture>(width, height, filter, repeat);
if (data) {
UpdateTexture(texture.get(), data);
}
return std::unique_ptr<ImmediateTexture>(texture.release());
}
void GLImmediateDrawer::UpdateTexture(ImmediateTexture* texture,
const uint8_t* data) {
GraphicsContextLock lock(graphics_context_);
glTextureSubImage2D(static_cast<GLuint>(texture->handle), 0, 0, 0,
texture->width, texture->height, GL_RGBA,
GL_UNSIGNED_BYTE, data);
}
void GLImmediateDrawer::Begin(int render_target_width,
int render_target_height) {
was_current_ = graphics_context_->is_current();
if (!was_current_) {
graphics_context_->MakeCurrent();
}
// Setup render state.
glEnablei(GL_BLEND, 0);
glBlendEquationi(0, GL_FUNC_ADD);
glBlendFunci(0, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
// Prepare drawing resources.
glUseProgram(program_);
glBindVertexArray(vao_);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer_);
// Setup orthographic projection matrix and viewport.
const float ortho_projection[4][4] = {
{2.0f / render_target_width, 0.0f, 0.0f, 0.0f},
{0.0f, 2.0f / -render_target_height, 0.0f, 0.0f},
{0.0f, 0.0f, -1.0f, 0.0f},
{-1.0f, 1.0f, 0.0f, 1.0f},
};
glProgramUniformMatrix4fv(program_, 0, 1, GL_FALSE, &ortho_projection[0][0]);
glViewport(0, 0, render_target_width, render_target_height);
}
void GLImmediateDrawer::BeginDrawBatch(const ImmediateDrawBatch& batch) {
assert_true(batch.vertex_count <= kMaxDrawVertices);
glNamedBufferSubData(vertex_buffer_, 0,
batch.vertex_count * sizeof(ImmediateVertex),
batch.vertices);
if (batch.indices) {
assert_true(batch.index_count <= kMaxDrawIndices);
glNamedBufferSubData(index_buffer_, 0, batch.index_count * sizeof(uint16_t),
batch.indices);
}
batch_has_index_buffer_ = !!batch.indices;
}
void GLImmediateDrawer::Draw(const ImmediateDraw& draw) {
if (draw.scissor) {
glEnable(GL_SCISSOR_TEST);
glScissorIndexed(0, draw.scissor_rect[0], draw.scissor_rect[1],
draw.scissor_rect[2], draw.scissor_rect[3]);
} else {
glDisable(GL_SCISSOR_TEST);
}
if (draw.alpha_blend) {
glEnablei(GL_BLEND, 0);
glBlendEquationi(0, GL_FUNC_ADD);
glBlendFunci(0, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
} else {
glDisablei(GL_BLEND, 0);
}
if (draw.texture_handle) {
glBindTextureUnit(0, static_cast<GLuint>(draw.texture_handle));
} else {
glBindTextureUnit(0, 0);
}
glProgramUniform1i(program_, 2, draw.restrict_texture_samples ? 1 : 0);
GLenum mode = GL_TRIANGLES;
switch (draw.primitive_type) {
case ImmediatePrimitiveType::kLines:
mode = GL_LINES;
break;
case ImmediatePrimitiveType::kTriangles:
mode = GL_TRIANGLES;
break;
}
if (batch_has_index_buffer_) {
glDrawElementsBaseVertex(
mode, draw.count, GL_UNSIGNED_SHORT,
reinterpret_cast<void*>(draw.index_offset * sizeof(uint16_t)),
draw.base_vertex);
} else {
glDrawArrays(mode, draw.base_vertex, draw.count);
}
}
void GLImmediateDrawer::EndDrawBatch() { glFlush(); }
void GLImmediateDrawer::End() {
// Restore modified state.
glDisable(GL_SCISSOR_TEST);
glBindTextureUnit(0, 0);
glUseProgram(0);
glBindVertexArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
if (!was_current_) {
graphics_context_->ClearCurrent();
}
}
} // namespace gl
} // namespace ui
} // namespace xe

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@@ -1,56 +0,0 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2015 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_UI_GL_GL_IMMEDIATE_DRAWER_H_
#define XENIA_UI_GL_GL_IMMEDIATE_DRAWER_H_
#include <memory>
#include "xenia/ui/gl/gl.h"
#include "xenia/ui/immediate_drawer.h"
namespace xe {
namespace ui {
namespace gl {
class GLImmediateDrawer : public ImmediateDrawer {
public:
GLImmediateDrawer(GraphicsContext* graphics_context);
~GLImmediateDrawer() override;
std::unique_ptr<ImmediateTexture> CreateTexture(uint32_t width,
uint32_t height,
ImmediateTextureFilter filter,
bool repeat,
const uint8_t* data) override;
void UpdateTexture(ImmediateTexture* texture, const uint8_t* data) override;
void Begin(int render_target_width, int render_target_height) override;
void BeginDrawBatch(const ImmediateDrawBatch& batch) override;
void Draw(const ImmediateDraw& draw) override;
void EndDrawBatch() override;
void End() override;
private:
void InitializeShaders();
GLuint program_ = 0;
GLuint vao_ = 0;
GLuint vertex_buffer_ = 0;
GLuint index_buffer_ = 0;
bool was_current_ = false;
bool batch_has_index_buffer_ = false;
};
} // namespace gl
} // namespace ui
} // namespace xe
#endif // XENIA_UI_GL_GL_IMMEDIATE_DRAWER_H_

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@@ -1,49 +0,0 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2015 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/ui/gl/gl_provider.h"
#include "xenia/ui/gl/gl_context.h"
#include "xenia/ui/window.h"
namespace xe {
namespace ui {
namespace gl {
std::unique_ptr<GraphicsProvider> GLProvider::Create(Window* main_window) {
std::unique_ptr<GLProvider> provider(new GLProvider(main_window));
//
return std::unique_ptr<GraphicsProvider>(provider.release());
}
GLProvider::GLProvider(Window* main_window) : GraphicsProvider(main_window) {}
GLProvider::~GLProvider() = default;
std::unique_ptr<GraphicsContext> GLProvider::CreateContext(
Window* target_window) {
auto share_context = main_window_->context();
return std::unique_ptr<GraphicsContext>(
GLContext::Create(this, target_window,
static_cast<GLContext*>(share_context))
.release());
}
std::unique_ptr<GraphicsContext> GLProvider::CreateOffscreenContext() {
auto share_context = main_window_->context();
return std::unique_ptr<GraphicsContext>(
GLContext::CreateOffscreen(this, static_cast<GLContext*>(share_context))
.release());
}
} // namespace gl
} // namespace ui
} // namespace xe

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@@ -1,40 +0,0 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2015 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_UI_GL_GL_PROVIDER_H_
#define XENIA_UI_GL_GL_PROVIDER_H_
#include <memory>
#include "xenia/ui/graphics_provider.h"
namespace xe {
namespace ui {
namespace gl {
class GLProvider : public GraphicsProvider {
public:
~GLProvider() override;
static std::unique_ptr<GraphicsProvider> Create(Window* main_window);
std::unique_ptr<GraphicsContext> CreateContext(
Window* target_window) override;
std::unique_ptr<GraphicsContext> CreateOffscreenContext() override;
protected:
explicit GLProvider(Window* main_window);
};
} // namespace gl
} // namespace ui
} // namespace xe
#endif // XENIA_UI_GL_GL_PROVIDER_H_

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@@ -1,30 +0,0 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2015 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include <string>
#include <vector>
#include "xenia/base/main.h"
#include "xenia/ui/gl/gl_provider.h"
#include "xenia/ui/window.h"
namespace xe {
namespace ui {
int window_demo_main(const std::vector<std::wstring>& args);
std::unique_ptr<GraphicsProvider> CreateDemoGraphicsProvider(Window* window) {
return xe::ui::gl::GLProvider::Create(window);
}
} // namespace ui
} // namespace xe
DEFINE_ENTRY_POINT(L"xenia-ui-window-gl-demo", L"xenia-ui-window-gl-demo",
xe::ui::window_demo_main);

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@@ -1,65 +0,0 @@
project_root = "../../../.."
include(project_root.."/tools/build")
group("src")
project("xenia-ui-gl")
uuid("623300e3-0085-4ccc-af46-d60e88cb43aa")
kind("StaticLib")
language("C++")
links({
"glew",
"xenia-base",
"xenia-ui",
})
defines({
"GLEW_STATIC=1",
"GLEW_MX=1",
})
includedirs({
project_root.."/third_party/gflags/src",
})
local_platform_files()
removefiles({"*_demo.cc"})
group("demos")
project("xenia-ui-window-gl-demo")
uuid("e0a687e5-d1f4-4c18-b2f7-012c53ec1ee4")
kind("WindowedApp")
language("C++")
links({
"gflags",
"glew",
"imgui",
"xenia-base",
"xenia-ui",
"xenia-ui-gl",
})
filter("platforms:Linux")
links({
"X11",
"xcb",
"X11-xcb",
"GL",
"vulkan",
})
filter()
flags({
"WinMain", -- Use WinMain instead of main.
})
defines({
"GLEW_STATIC=1",
"GLEW_MX=1",
})
includedirs({
project_root.."/third_party/gflags/src",
})
files({
"../window_demo.cc",
"gl_window_demo.cc",
project_root.."/src/xenia/base/main_"..platform_suffix..".cc",
})
files({
})
resincludedirs({
project_root,
})