video: rework how we prepare a texture framebuffer.

Now we see if we can create an SDL_Renderer, and if that renderer reports
itself as "accelerated," and added some initial heuristics to the OpenGL
renderer to make better decisions about what qualifies as "accelerated."

This adds some FIXMEs that might be merely hypothetical, and removes the
old OpenGL checks from the video subsystem that probably weren't meaningful
in modern times. This will definitely need to improve the existing list
in the GL renderer, to catch things like llvmpipe, etc.

Reference issue #4624.
This commit is contained in:
Ryan C. Gordon 2022-02-02 12:19:37 -05:00
parent 08d27dfd7b
commit 60ddb74cfe
2 changed files with 119 additions and 143 deletions

View File

@ -1690,6 +1690,32 @@ GL_SetVSync(SDL_Renderer * renderer, const int vsync)
return retval;
}
static SDL_bool
GL_IsProbablyAccelerated(const GL_RenderData *data)
{
/*const char *vendor = (const char *) data->glGetString(GL_VENDOR);*/
const char *renderer = (const char *) data->glGetString(GL_RENDERER);
#ifdef __WINDOWS__
if (SDL_strcmp(renderer, "GDI Generic") == 0) {
return SDL_FALSE; /* Microsoft's fallback software renderer. Fix your system! */
}
#endif
#ifdef __APPLE__
if (SDL_strcmp(renderer, "Apple Software Renderer") == 0) {
return SDL_FALSE; /* (a probably very old) Apple software-based OpenGL. */
}
#endif
if (SDL_strcmp(renderer, "Software Rasterizer") == 0) {
return SDL_FALSE; /* (a probably very old) Software Mesa, or some other generic thing. */
}
/* !!! FIXME: swrast? llvmpipe? softpipe? */
return SDL_TRUE;
}
static SDL_Renderer *
GL_CreateRenderer(SDL_Window * window, Uint32 flags)
@ -1760,7 +1786,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->GL_BindTexture = GL_BindTexture;
renderer->GL_UnbindTexture = GL_UnbindTexture;
renderer->info = GL_RenderDriver.info;
renderer->info.flags = SDL_RENDERER_ACCELERATED;
renderer->info.flags = 0; /* will set some flags below. */
renderer->driverdata = data;
renderer->window = window;
@ -1784,6 +1810,10 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
goto error;
}
if (GL_IsProbablyAccelerated(data)) {
renderer->info.flags |= SDL_RENDERER_ACCELERATED;
}
#ifdef __MACOSX__
/* Enable multi-threaded rendering */
/* Disabled until Ryan finishes his VBO/PBO code...

View File

@ -172,129 +172,64 @@ typedef struct {
int bytes_per_pixel;
} SDL_WindowTextureData;
static SDL_bool
ShouldUseTextureFramebuffer()
{
const char *hint;
/* If there's no native framebuffer support then there's no option */
if (!_this->CreateWindowFramebuffer) {
return SDL_TRUE;
}
/* If this is the dummy driver there is no texture support */
if (_this->is_dummy) {
return SDL_FALSE;
}
/* See if the user or application wants a specific behavior */
hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION);
if (hint) {
if (*hint == '0' || SDL_strcasecmp(hint, "false") == 0) {
return SDL_FALSE;
} else {
return SDL_TRUE;
}
}
/* Each platform has different performance characteristics */
#if defined(__WIN32__)
/* GDI BitBlt() is way faster than Direct3D dynamic textures right now.
*/
return SDL_FALSE;
#elif defined(__MACOSX__)
/* Mac OS X uses OpenGL as the native fast path (for cocoa and X11) */
return SDL_TRUE;
#elif defined(__LINUX__)
/* Properly configured OpenGL drivers are faster than MIT-SHM */
#if SDL_VIDEO_OPENGL
/* Ugh, find a way to cache this value! */
{
SDL_Window *window;
SDL_GLContext context;
SDL_bool hasAcceleratedOpenGL = SDL_FALSE;
window = SDL_CreateWindow("OpenGL test", -32, -32, 32, 32, SDL_WINDOW_OPENGL|SDL_WINDOW_HIDDEN);
if (window) {
context = SDL_GL_CreateContext(window);
if (context) {
const GLubyte *(APIENTRY * glGetStringFunc) (GLenum);
const char *vendor = NULL;
glGetStringFunc = SDL_GL_GetProcAddress("glGetString");
if (glGetStringFunc) {
vendor = (const char *) glGetStringFunc(GL_VENDOR);
}
/* Add more vendors here at will... */
if (vendor &&
(SDL_strstr(vendor, "ATI Technologies") ||
SDL_strstr(vendor, "NVIDIA"))) {
hasAcceleratedOpenGL = SDL_TRUE;
}
SDL_GL_DeleteContext(context);
}
SDL_DestroyWindow(window);
}
return hasAcceleratedOpenGL;
}
#elif SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2
/* Let's be optimistic about this! */
return SDL_TRUE;
#else
return SDL_FALSE;
#endif
#else
/* Play it safe, assume that if there is a framebuffer driver that it's
optimized for the current platform.
*/
return SDL_FALSE;
#endif
}
static int
SDL_CreateWindowTexture(SDL_VideoDevice *unused, SDL_Window * window, Uint32 * format, void ** pixels, int *pitch)
SDL_CreateWindowTexture(SDL_VideoDevice *_this, SDL_Window * window, Uint32 * format, void ** pixels, int *pitch)
{
SDL_WindowTextureData *data;
SDL_RendererInfo info;
SDL_WindowTextureData *data = SDL_GetWindowData(window, SDL_WINDOWTEXTUREDATA);
int i;
data = SDL_GetWindowData(window, SDL_WINDOWTEXTUREDATA);
if (!data) {
SDL_Renderer *renderer = NULL;
int i;
const char *hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION);
/* Check to see if there's a specific driver requested */
if (hint && *hint != '0' && *hint != '1' &&
const SDL_bool specific_accelerated_renderer = (
hint && *hint != '0' && *hint != '1' &&
SDL_strcasecmp(hint, "true") != 0 &&
SDL_strcasecmp(hint, "false") != 0 &&
SDL_strcasecmp(hint, "software") != 0) {
SDL_strcasecmp(hint, "software") != 0
);
/* Check to see if there's a specific driver requested */
if (specific_accelerated_renderer) {
for (i = 0; i < SDL_GetNumRenderDrivers(); ++i) {
SDL_RendererInfo info;
SDL_GetRenderDriverInfo(i, &info);
if (SDL_strcasecmp(info.name, hint) == 0) {
renderer = SDL_CreateRenderer(window, i, 0);
break;
}
}
}
if (!renderer) {
return SDL_SetError("Requested renderer for " SDL_HINT_FRAMEBUFFER_ACCELERATION " is not available");
} else if (SDL_GetRendererInfo(renderer, &info) == -1) {
SDL_DestroyRenderer(renderer);
return SDL_SetError("Requested renderer for " SDL_HINT_FRAMEBUFFER_ACCELERATION " is not available");
} else if ((info.flags & SDL_RENDERER_ACCELERATED) == 0) {
SDL_DestroyRenderer(renderer);
return SDL_SetError("Requested renderer for " SDL_HINT_FRAMEBUFFER_ACCELERATION " is not accelerated");
}
} else {
for (i = 0; i < SDL_GetNumRenderDrivers(); ++i) {
SDL_RendererInfo info;
SDL_GetRenderDriverInfo(i, &info);
if (SDL_strcmp(info.name, "software") != 0) {
renderer = SDL_CreateRenderer(window, i, 0);
if (renderer) {
break;
if (renderer && (SDL_GetRendererInfo(renderer, &info) == 0) && (info.flags & SDL_RENDERER_ACCELERATED)) {
break; /* this will work. */
}
if (renderer) { /* wasn't accelerated, etc, skip it. */
SDL_DestroyRenderer(renderer);
renderer = NULL;
}
}
}
if (!renderer) {
return SDL_SetError("No hardware accelerated renderers available");
}
}
/* Both of these checks should be handled above. */
SDL_assert(renderer != NULL);
SDL_assert(info.flags & SDL_RENDERER_ACCELERATED);
/* Create the data after we successfully create the renderer (bug #1116) */
data = (SDL_WindowTextureData *)SDL_calloc(1, sizeof(*data));
@ -305,6 +240,10 @@ SDL_CreateWindowTexture(SDL_VideoDevice *unused, SDL_Window * window, Uint32 * f
SDL_SetWindowData(window, SDL_WINDOWTEXTUREDATA, data);
data->renderer = renderer;
} else {
if (SDL_GetRendererInfo(data->renderer, &info) == -1) {
return -1;
}
}
/* Free any old texture and pixel data */
@ -315,25 +254,16 @@ SDL_CreateWindowTexture(SDL_VideoDevice *unused, SDL_Window * window, Uint32 * f
SDL_free(data->pixels);
data->pixels = NULL;
{
SDL_RendererInfo info;
Uint32 i;
if (SDL_GetRendererInfo(data->renderer, &info) < 0) {
return -1;
}
/* Find the first format without an alpha channel */
*format = info.texture_formats[0];
for (i = 0; i < info.num_texture_formats; ++i) {
for (i = 0; i < (int) info.num_texture_formats; ++i) {
if (!SDL_ISPIXELFORMAT_FOURCC(info.texture_formats[i]) &&
!SDL_ISPIXELFORMAT_ALPHA(info.texture_formats[i])) {
*format = info.texture_formats[i];
break;
}
}
}
data->texture = SDL_CreateTexture(data->renderer, *format,
SDL_TEXTUREACCESS_STREAMING,
@ -413,28 +343,6 @@ SDL_DestroyWindowTexture(SDL_VideoDevice *unused, SDL_Window * window)
SDL_free(data);
}
/* This will switch the video backend from using a software surface to
using a GPU texture through the 2D render API, if we think this would
be more efficient. This only checks once, on demand. */
static void
PrepareWindowFramebuffer()
{
/* Add the renderer framebuffer emulation if desired */
if (_this->checked_texture_framebuffer) {
return;
}
_this->checked_texture_framebuffer = SDL_TRUE;
if (ShouldUseTextureFramebuffer()) {
_this->CreateWindowFramebuffer = SDL_CreateWindowTexture;
_this->UpdateWindowFramebuffer = SDL_UpdateWindowTexture;
_this->DestroyWindowFramebuffer = SDL_DestroyWindowTexture;
}
}
static int
cmpmodes(const void *A, const void *B)
{
@ -2554,9 +2462,46 @@ SDL_CreateWindowFramebuffer(SDL_Window * window)
int pitch;
int bpp;
Uint32 Rmask, Gmask, Bmask, Amask;
SDL_bool created_framebuffer = SDL_FALSE;
PrepareWindowFramebuffer();
/* This will switch the video backend from using a software surface to
using a GPU texture through the 2D render API, if we think this would
be more efficient. This only checks once, on demand. */
if (!_this->checked_texture_framebuffer) {
SDL_bool attempt_texture_framebuffer = SDL_TRUE;
if (_this->is_dummy) { /* dummy driver never has GPU support, of course. */
attempt_texture_framebuffer = SDL_FALSE;
}
#if defined(__WIN32__) /* GDI BitBlt() is way faster than Direct3D dynamic textures right now. (!!! FIXME: is this still true?) */
else if ((_this->CreateWindowFramebuffer != NULL) && (SDL_strcmp(_this->name, "windows") == 0)) {
attempt_texture_framebuffer = SDL_FALSE;
}
#endif
if (attempt_texture_framebuffer) {
if (SDL_CreateWindowTexture(_this, window, &format, &pixels, &pitch) == -1) {
/* !!! FIXME: if this failed halfway (made renderer, failed to make texture, etc),
!!! FIXME: we probably need to clean this up so it doesn't interfere with
!!! FIXME: a software fallback at the system level (can we blit to an
!!! FIXME: OpenGL window? etc). */
} else {
/* future attempts will just try to use a texture framebuffer. */
/* !!! FIXME: maybe we shouldn't override these but check if we used a texture
!!! FIXME: framebuffer at the right places; is it feasible we could have an
!!! FIXME: accelerated OpenGL window and a second ends up in software? */
_this->CreateWindowFramebuffer = SDL_CreateWindowTexture;
_this->UpdateWindowFramebuffer = SDL_UpdateWindowTexture;
_this->DestroyWindowFramebuffer = SDL_DestroyWindowTexture;
created_framebuffer = SDL_TRUE;
}
}
_this->checked_texture_framebuffer = SDL_TRUE; /* don't check this again. */
}
if (!created_framebuffer) {
if (!_this->CreateWindowFramebuffer || !_this->UpdateWindowFramebuffer) {
return NULL;
}
@ -2564,6 +2509,7 @@ SDL_CreateWindowFramebuffer(SDL_Window * window)
if (_this->CreateWindowFramebuffer(_this, window, &format, &pixels, &pitch) < 0) {
return NULL;
}
}
if (window->surface) {
return window->surface;