Red GL4.5 screen.

This commit is contained in:
Ben Vanik
2014-12-21 01:21:32 -08:00
parent 577ab0a4f1
commit bbb7de6bff
20 changed files with 524 additions and 64 deletions

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@@ -9,7 +9,7 @@
#include <xenia/gpu/gl4/gl4_gpu.h>
//#include <xenia/gpu/gl4/gl4_graphics_system.h>
#include <xenia/gpu/gl4/gl4_graphics_system.h>
namespace xe {
namespace gpu {
@@ -32,12 +32,6 @@ void InitializeIfNeeded() {
void CleanupOnShutdown() {}
class GL4GraphicsSystem : public GraphicsSystem {
public:
GL4GraphicsSystem(Emulator* emulator) : GraphicsSystem(emulator) {}
~GL4GraphicsSystem() override = default;
};
std::unique_ptr<GraphicsSystem> Create(Emulator* emulator) {
InitializeIfNeeded();
return std::make_unique<GL4GraphicsSystem>(emulator);

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@@ -0,0 +1,36 @@
/**
******************************************************************************
* 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/gpu/gl4/gl4_graphics_system.h>
namespace xe {
namespace gpu {
namespace gl4 {
GL4GraphicsSystem::GL4GraphicsSystem(Emulator* emulator)
: GraphicsSystem(emulator) {}
GL4GraphicsSystem::~GL4GraphicsSystem() = default;
X_STATUS GL4GraphicsSystem::Setup() {
auto loop = emulator_->main_window()->loop();
loop->Post([this]() {
control_ = std::make_unique<WGLControl>();
emulator_->main_window()->AddChild(control_.get());
});
return X_STATUS_SUCCESS;
}
void GL4GraphicsSystem::Shutdown() {
control_.reset();
}
} // namespace gl4
} // namespace gpu
} // namespace xe

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@@ -0,0 +1,39 @@
/**
******************************************************************************
* 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_GPU_GL4_GL4_GRAPHICS_SYSTEM_H_
#define XENIA_GPU_GL4_GL4_GRAPHICS_SYSTEM_H_
#include <memory>
#include <xenia/common.h>
#include <xenia/gpu/gl4/wgl_control.h>
#include <xenia/gpu/graphics_system.h>
namespace xe {
namespace gpu {
namespace gl4 {
class GL4GraphicsSystem : public GraphicsSystem {
public:
GL4GraphicsSystem(Emulator* emulator);
~GL4GraphicsSystem() override;
X_STATUS Setup() override;
void Shutdown() override;
private:
std::unique_ptr<WGLControl> control_;
};
} // namespace gl4
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_GL4_GL4_GRAPHICS_SYSTEM_H_

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@@ -0,0 +1,119 @@
/**
******************************************************************************
* 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/gpu/gl4/gl_context.h>
#include <poly/logging.h>
namespace xe {
namespace gpu {
namespace gl4 {
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_; }
GLContext::GLContext() : dc_(nullptr), glrc_(nullptr) {}
GLContext::~GLContext() {
wglMakeCurrent(nullptr, nullptr);
if (glrc_) {
wglDeleteContext(glrc_);
}
}
bool GLContext::Initialize(HDC dc) {
dc_ = dc;
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) {
PLOGE("Unable to choose pixel format");
return false;
}
if (!SetPixelFormat(dc_, pixel_format, &pfd)) {
PLOGE("Unable to set pixel format");
return false;
}
HGLRC temp_context = wglCreateContext(dc_);
if (!temp_context) {
PLOGE("Unable to create temporary GL context");
return false;
}
wglMakeCurrent(dc_, temp_context);
tls_glew_context_ = &glew_context_;
tls_wglew_context_ = &wglew_context_;
if (glewInit() != GLEW_OK) {
PLOGE("Unable to initialize GLEW");
return false;
}
if (wglewInit() != GLEW_OK) {
PLOGE("Unable to initialize WGLEW");
return false;
}
if (!WGLEW_ARB_create_context) {
PLOGE("WGL_ARG_create_context not supported by GL ICD");
return false;
}
int context_flags = WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
#if DEBUG
context_flags |= WGL_CONTEXT_DEBUG_BIT_ARB;
#endif // DEBUG
int attrib_list[] = {WGL_CONTEXT_MAJOR_VERSION_ARB, 4, //
WGL_CONTEXT_MINOR_VERSION_ARB, 5, //
WGL_CONTEXT_FLAGS_ARB, context_flags, //
0};
glrc_ = wglCreateContextAttribsARB(dc_, nullptr, attrib_list);
wglMakeCurrent(nullptr, nullptr);
wglDeleteContext(temp_context);
if (!glrc_) {
PLOGE("Unable to create real GL context");
return false;
}
if (!MakeCurrent()) {
PLOGE("Could not make real GL context current");
return false;
}
return true;
}
bool GLContext::MakeCurrent() {
if (!wglMakeCurrent(dc_, glrc_)) {
return false;
}
tls_glew_context_ = &glew_context_;
tls_wglew_context_ = &wglew_context_;
return true;
}
void GLContext::ClearCurrent() {
wglMakeCurrent(nullptr, nullptr);
tls_glew_context_ = nullptr;
tls_wglew_context_ = nullptr;
}
} // namespace gl4
} // namespace gpu
} // namespace xe

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@@ -0,0 +1,44 @@
/**
******************************************************************************
* 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_GPU_GL4_GL_CONTEXT_H_
#define XENIA_GPU_GL4_GL_CONTEXT_H_
#include <third_party/GL/glew.h>
#include <third_party/GL/wglew.h>
namespace xe {
namespace gpu {
namespace gl4 {
class GLContext {
public:
GLContext();
~GLContext();
bool Initialize(HDC dc);
HDC dc() const { return dc_; }
bool MakeCurrent();
void ClearCurrent();
private:
HDC dc_;
HGLRC glrc_;
GLEWContext glew_context_;
WGLEWContext wglew_context_;
};
} // namespace gl4
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_GL4_GL_CONTEXT_H_

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@@ -4,5 +4,18 @@
'gl4_gpu-private.h',
'gl4_gpu.cc',
'gl4_gpu.h',
'gl4_graphics_system.cc',
'gl4_graphics_system.h',
'gl_context.cc',
'gl_context.h',
],
'conditions': [
['OS == "win"', {
'sources': [
'wgl_control.cc',
'wgl_control.h',
],
}],
],
}

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@@ -0,0 +1,91 @@
/**
******************************************************************************
* 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/gpu/gl4/wgl_control.h>
#include <poly/logging.h>
namespace xe {
namespace gpu {
namespace gl4 {
WGLControl::WGLControl()
: poly::ui::win32::Win32Control(Flags::kFlagOwnPaint) {}
WGLControl::~WGLControl() = default;
bool WGLControl::Create() {
HINSTANCE hInstance = GetModuleHandle(nullptr);
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wcex.lpfnWndProc = Win32Control::WndProcThunk;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = nullptr;
wcex.hIconSm = nullptr;
wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
wcex.lpszMenuName = nullptr;
wcex.lpszClassName = L"XeniaWglClass";
if (!RegisterClassEx(&wcex)) {
PLOGE("WGL RegisterClassEx failed");
return false;
}
// Create window.
DWORD window_style = WS_CHILD | WS_VISIBLE;
DWORD window_ex_style = 0;
hwnd_ =
CreateWindowEx(window_ex_style, L"XeniaWglClass", L"Xenia", window_style,
CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT,
parent_hwnd(), nullptr, hInstance, this);
if (!hwnd_) {
PLOGE("WGL CreateWindow failed");
return false;
}
HDC dc = GetDC(hwnd_);
if (!dc) {
PLOGE("No DC for WGL window");
return false;
}
if (!context_.Initialize(dc)) {
PFATAL("Unable to initialize GL context");
return false;
}
OnCreate();
return true;
}
void WGLControl::OnLayout(poly::ui::UIEvent& e) {
Control::ResizeToFill();
}
LRESULT WGLControl::WndProc(HWND hWnd, UINT message, WPARAM wParam,
LPARAM lParam) {
switch (message) {
case WM_PAINT:
context_.MakeCurrent();
glViewport(0, 0, width_, height_);
glClearColor(1.0f, 0, 0, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
SwapBuffers(context_.dc());
return 0;
}
return Win32Control::WndProc(hWnd, message, wParam, lParam);
}
} // namespace gl4
} // namespace gpu
} // namespace xe

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@@ -0,0 +1,43 @@
/**
******************************************************************************
* 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_GPU_GL4_WGL_CONTROL_H_
#define XENIA_GPU_GL4_WGL_CONTROL_H_
#include <poly/ui/win32/win32_control.h>
#include <xenia/gpu/gl4/gl_context.h>
namespace xe {
namespace gpu {
namespace gl4 {
class WGLControl : public poly::ui::win32::Win32Control {
public:
WGLControl();
~WGLControl() override;
GLContext* context() { return &context_; }
protected:
bool Create() override;
void OnLayout(poly::ui::UIEvent& e) override;
LRESULT WndProc(HWND hWnd, UINT message, WPARAM wParam,
LPARAM lParam) override;
private:
GLContext context_;
};
} // namespace gl4
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_GL4_WGL_CONTROL_H_