annotate pytouhou/ui/opengl/backend.pyx @ 612:73f134f84c7f

Request a RGB888 context, since SDL2’s default of RGB332 sucks. On X11/GLX, it will select the first config available, that is the best one, while on EGL it will iterate over them to select the one closest to what the application requested. Of course, anything lower than RGB888 looks bad and we really don’t want that.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Thu, 26 Mar 2015 20:20:37 +0100
parents a6a191e371c7
children a6af3ff86612
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1 from pytouhou.lib import sdl
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2 from pytouhou.lib cimport sdl
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3 from pytouhou.lib.sdl cimport Window
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4
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5 from pytouhou.lib.opengl cimport \
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6 (glEnable, glHint, glEnableClientState, GL_TEXTURE_2D, GL_BLEND,
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7 GL_PERSPECTIVE_CORRECTION_HINT, GL_FOG_HINT, GL_NICEST,
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b8df946d394d Add grouping for OpenGL calls, making traces much more readable.
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8 GL_COLOR_ARRAY, GL_VERTEX_ARRAY, GL_TEXTURE_COORD_ARRAY,
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9 glPushDebugGroup, GL_DEBUG_SOURCE_APPLICATION, glPopDebugGroup,
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10 epoxy_gl_version, epoxy_is_desktop_gl, epoxy_has_gl_extension,
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11 GL_PRIMITIVE_RESTART, glPrimitiveRestartIndex, glPixelStorei,
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12 GL_PACK_INVERT_MESA, GL_QUADS, GL_TRIANGLE_STRIP, GL_TRIANGLES)
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13
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14
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15 GameRenderer = None
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16
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18 def init(options):
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19 '''
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20 Initialize the OpenGL module, and raise if something bad prevents it from
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21 working.
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22 '''
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24 cdef str flavor
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25
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26 global profile, major, minor, double_buffer, is_legacy, GameRenderer
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28 flavor = options['flavor']
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29 assert flavor in ('core', 'es', 'compatibility', 'legacy')
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30 profile = (sdl.GL_CONTEXT_PROFILE_CORE if flavor == 'core' else
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31 sdl.GL_CONTEXT_PROFILE_ES if flavor == 'es' else
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32 sdl.GL_CONTEXT_PROFILE_COMPATIBILITY)
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33
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34 version = str(options['version'])
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35 assert len(version) == 3 and version[1] == '.'
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36 major = int(version[0])
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37 minor = int(version[2])
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38
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39 maybe_double_buffer = options['double-buffer']
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40 double_buffer = maybe_double_buffer if maybe_double_buffer is not None else -1
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42 is_legacy = flavor == 'legacy' or flavor == 'compatibility' and major < 2
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44 #TODO: check for framebuffer/renderbuffer support.
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45
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46 from pytouhou.ui.opengl.gamerenderer import GameRenderer
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47
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49 cdef void discover_features() except *:
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50 '''Discover which features are supported by our context.'''
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51
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52 global use_debug_group, use_vao, use_primitive_restart, use_framebuffer_blit, use_pack_invert, use_scaled_rendering
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53 global primitive_mode
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54 global shader_header
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55 global is_legacy
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57 version = epoxy_gl_version()
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58 is_desktop = epoxy_is_desktop_gl()
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59 is_legacy = is_legacy or (is_desktop and version < 20)
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61 use_debug_group = (is_desktop and version >= 43) or epoxy_has_gl_extension('GL_KHR_debug')
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62 use_vao = (is_desktop and version >= 30) or epoxy_has_gl_extension('GL_ARB_vertex_array_object')
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63 use_primitive_restart = (is_desktop and version >= 31)
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64 use_framebuffer_blit = (is_desktop and version >= 30)
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65 use_pack_invert = epoxy_has_gl_extension('GL_MESA_pack_invert')
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66 use_scaled_rendering = not is_legacy #TODO: try to use the EXT framebuffer extension.
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67
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68 primitive_mode = (GL_QUADS if is_legacy else
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69 GL_TRIANGLE_STRIP if use_primitive_restart else
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70 GL_TRIANGLES)
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72 if not is_legacy:
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73 if is_desktop:
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74 # gl_FragColor isn’t supported anymore starting with GLSL 4.2.
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75 if version >= 42:
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76 version = 41
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77 try:
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78 glsl_version = {20: 110, 21: 120, 30: 130, 31: 140, 32: 150}[version]
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79 except KeyError:
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80 assert version >= 33
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81 glsl_version = version * 10
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82 shader_header = ('#version %d\n\n' % glsl_version).encode()
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83 else:
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84 # The attribute keyword isn’t supported past GLSL ES 3.0.
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85 if version >= 30:
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86 version = 20
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87 glsl_version = {20: '100', 30: '300 es'}[version]
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88 shader_header = ('#version %s\n\nprecision highp float;\n\n' % glsl_version).encode()
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90
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91 def create_window(title, x, y, width, height, swap_interval):
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92 '''Create a window (using SDL) and an OpenGL context.'''
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93
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94 sdl.gl_set_attribute(sdl.GL_CONTEXT_PROFILE_MASK, profile)
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95 sdl.gl_set_attribute(sdl.GL_CONTEXT_MAJOR_VERSION, major)
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96 sdl.gl_set_attribute(sdl.GL_CONTEXT_MINOR_VERSION, minor)
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97 sdl.gl_set_attribute(sdl.GL_RED_SIZE, 8)
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98 sdl.gl_set_attribute(sdl.GL_GREEN_SIZE, 8)
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99 sdl.gl_set_attribute(sdl.GL_BLUE_SIZE, 8)
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100 sdl.gl_set_attribute(sdl.GL_DEPTH_SIZE, 24 if is_legacy else 0)
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101 if double_buffer >= 0:
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102 sdl.gl_set_attribute(sdl.GL_DOUBLEBUFFER, double_buffer)
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103
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104 flags = sdl.WINDOW_SHOWN | sdl.WINDOW_OPENGL
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106 # Legacy contexts don’t support our required extensions for scaling.
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107 if not is_legacy:
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108 flags |= sdl.WINDOW_RESIZABLE
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109
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110 window = Window(title, x, y, width, height, flags)
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111 window.gl_create_context()
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112
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113 discover_features()
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114
610
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115 # If we can’t use scaling but have previously created a resizable window,
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116 # recreate it unresizable.
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117 if not use_scaled_rendering and flags & sdl.WINDOW_RESIZABLE:
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118 flags &= ~sdl.WINDOW_RESIZABLE
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119 window = Window(title, x, y, width, height, flags)
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120 window.gl_create_context()
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121
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122 if use_debug_group:
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123 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "OpenGL initialisation")
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124
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125 # Initialize OpenGL
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126 glEnable(GL_BLEND)
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127 if is_legacy:
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128 glEnable(GL_TEXTURE_2D)
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129 glHint(GL_FOG_HINT, GL_NICEST)
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130 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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131 glEnableClientState(GL_COLOR_ARRAY)
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132 glEnableClientState(GL_VERTEX_ARRAY)
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133 glEnableClientState(GL_TEXTURE_COORD_ARRAY)
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134
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135 if use_primitive_restart:
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136 glEnable(GL_PRIMITIVE_RESTART)
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137 glPrimitiveRestartIndex(0xFFFF);
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138
592
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139 if use_pack_invert:
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140 glPixelStorei(GL_PACK_INVERT_MESA, True)
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141
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142 if use_debug_group:
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143 glPopDebugGroup()
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144
589
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145 if swap_interval is not None:
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146 try:
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147 sdl.gl_set_swap_interval(swap_interval)
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148 except sdl.SDLError:
595
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149 # The OpenGL context doesn’t support setting the swap interval,
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150 # we’ll probably fallback to SDL_Delay-based clocking.
589
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151 pass
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152
553
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153 return window