shared opengl context

This commit is contained in:
2025-09-21 03:05:32 +02:00
parent 4c61838665
commit 6714decf17
7 changed files with 111 additions and 115 deletions
+2 -2
View File
@@ -1,6 +1,6 @@
TARGET ?= forge
INSTALL_DIR ?= $(HOME)/.local/bin
TEST_ARGS ?= --frag=./shaders --frag-config=./config/shaders.cfg --tempo=30
TEST_ARGS ?= --frag=./shaders --monitor=1 --frag-config=./config/shaders.cfg --tempo=30
SHELL := /bin/bash
.PHONY: build
@@ -20,7 +20,7 @@ build:
.PHONY: run
run: build
./build/$(TARGET) $(TEST_ARGS) --monitor-only --hot-reload
./build/$(TARGET) $(TEST_ARGS) --monitor-only --internal-size=240 --hot-reload
.PHONY: demo
demo: build
+1
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@@ -140,5 +140,6 @@ make -f Makefile.dev release-arch
- [x] 2nd window
- [x] Use buffers as panels (INA A FXA / DEBUG A+B FXA+B / INB B FXB)
- [x] Clean code and fix things
- [x] Share openGL state between monitor and screen
- [ ] Packaging & install
- [ ] Clone "shaders" and config in system path at setup
-5
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@@ -24,7 +24,6 @@ static void print_help(int status_code) {
"[-f=DIR_PATH] "
"[-fc=CFG_PATH] "
"[-is=SIZE] "
"[-mf=FACTOR] "
"[-t=TEMPO] "
"[--demo] "
"[-w] "
@@ -41,7 +40,6 @@ static void print_help(int status_code) {
" -fc, --frag-config fragment shaders config file (default: "
"TODO)\n"
" -is, --internal-size internal texture height (default: 720)\n"
" -mf, --monitor-factor monitor internal texture downscale factor "
"(default: "
"3)\n"
" -t, --tempo base tempo (default: 60)\n"
@@ -92,7 +90,6 @@ Parameters args_parse(int argc, char **argv) {
params.frag_path = 0;
params.frag_config_path = 0;
params.internal_size = 720;
params.monitor_factor = 3;
params.base_tempo = 60.0f;
params.demo = false;
params.windowed = false;
@@ -117,8 +114,6 @@ Parameters args_parse(int argc, char **argv) {
params.base_tempo = (float)parse_uint(arg, value);
} else if (is_arg(arg, "-is") || is_arg(arg, "--internal-size")) {
params.internal_size = parse_uint(arg, value);
} else if (is_arg(arg, "-mf") || is_arg(arg, "--monitor-factor")) {
params.monitor_factor = parse_uint(arg, value);
} else if (is_arg(arg, "-m") || is_arg(arg, "--monitor")) {
params.monitor = true;
params.monitor_screen = parse_uint(arg, value);
+17 -44
View File
@@ -16,7 +16,6 @@
static Context context;
static ShaderProgram program;
static ShaderProgram program_monitor;
static Window *window_output;
static Window *window_monitor;
@@ -43,34 +42,22 @@ static unsigned int compute_fps(Timer *timer) {
static void randomize_context_state() {
unsigned int i;
unsigned int size;
unsigned int variants;
size = window_output != NULL
? program.frag_count * program.sub_type_count
: program_monitor.frag_count * program_monitor.sub_type_count;
variants = window_output != NULL ? program.sub_variant_count
: program_monitor.sub_variant_count;
for (i = 0; i < size; i++) {
context.sub_state[i] = rand_uint(variants);
for (i = 0; i < program.frag_count * program.sub_type_count; i++) {
context.sub_state[i] = rand_uint(program.sub_variant_count);
}
}
static void init_context(Parameters params) {
unsigned int size;
unsigned int i;
context.tempo = params.base_tempo;
context.demo = params.demo;
context.monitor = params.monitor;
size = window_output != NULL
? program.frag_count * program.sub_type_count
: program_monitor.frag_count * program_monitor.sub_type_count;
context.sub_state = malloc(size * sizeof(unsigned int));
context.sub_state = malloc(program.frag_count * program.sub_type_count *
sizeof(unsigned int));
for (i = 0; i < size; i++) {
for (i = 0; i < program.frag_count * program.sub_type_count; i++) {
context.sub_state[i] = 0;
}
@@ -78,10 +65,8 @@ static void init_context(Parameters params) {
randomize_context_state();
}
size =
window_output != NULL ? program.frag_count : program_monitor.frag_count;
context.seeds = malloc(size * sizeof(unsigned int));
for (i = 0; i < size; i++) {
context.seeds = malloc(program.frag_count * sizeof(unsigned int));
for (i = 0; i < program.frag_count; i++) {
context.seeds[i] = rand_uint(1000);
}
}
@@ -93,37 +78,27 @@ static void free_context() {
static void hot_reload(File *common_shader_code, File *fragment_shaders) {
unsigned int i;
unsigned int frag_count;
bool force_update;
force_update = false;
frag_count =
window_output != NULL ? program.frag_count : program_monitor.frag_count;
if (file_should_update(*common_shader_code)) {
file_update(common_shader_code);
force_update = true;
}
for (i = 0; i < frag_count; i++) {
for (i = 0; i < program.frag_count; i++) {
if (force_update || file_should_update(fragment_shaders[i])) {
file_update(&fragment_shaders[i]);
file_prepend(&fragment_shaders[i], *common_shader_code);
if (window_output != NULL) {
shaders_update(program, fragment_shaders, i);
}
if (window_monitor != NULL) {
shaders_update(program_monitor, fragment_shaders, i);
}
shaders_update(program, fragment_shaders, i);
}
}
}
static void loop(bool hr, File *common_shader_code, File *fragment_shaders,
unsigned int monitor_factor, Timer *timer) {
Timer *timer) {
if (hr) {
hot_reload(common_shader_code, fragment_shaders);
}
@@ -135,7 +110,7 @@ static void loop(bool hr, File *common_shader_code, File *fragment_shaders,
if (window_output != NULL) {
window_use(window_output, &context);
shaders_compute(program, context, false, 1);
shaders_compute(program, context, false, false);
window_refresh(window_output);
}
@@ -143,7 +118,7 @@ static void loop(bool hr, File *common_shader_code, File *fragment_shaders,
if (window_monitor != NULL) {
window_use(window_monitor, &context);
shaders_compute(program_monitor, context, true, monitor_factor);
shaders_compute(program, context, true, window_output != NULL);
window_refresh(window_monitor);
}
@@ -239,7 +214,7 @@ void forge_run(Parameters params) {
window_use(window_output, &context);
program = shaders_init(fragment_shaders, shader_config, context, 1);
program = shaders_init(fragment_shaders, shader_config, context, NULL);
} else {
window_output = NULL;
}
@@ -251,16 +226,15 @@ void forge_run(Parameters params) {
window_use(window_monitor, &context);
program_monitor = shaders_init(fragment_shaders, shader_config, context,
params.monitor_factor);
program = shaders_init(fragment_shaders, shader_config, context,
window_output != NULL ? &program : NULL);
} else {
window_monitor = NULL;
}
init_context(params);
if ((window_output != NULL && program.error) ||
(window_monitor != NULL && program_monitor.error)) {
if (program.error) {
if (window_output != NULL) {
window_close(window_output, true);
}
@@ -276,8 +250,7 @@ void forge_run(Parameters params) {
while ((window_output == NULL || !window_should_close(window_output)) &&
(window_monitor == NULL || !window_should_close(window_monitor))) {
loop(params.hot_reload, &common_shader_code, fragment_shaders,
params.monitor_factor, &timer);
loop(params.hot_reload, &common_shader_code, fragment_shaders, &timer);
}
free_files(&common_shader_code, fragment_shaders, frag_count);
+88 -60
View File
@@ -35,8 +35,7 @@ static bool compile_shader(GLuint shader_id, char *name, char *source_code) {
return status_params == GL_TRUE;
}
static void init_textures(ShaderProgram *program, Context context,
unsigned int downscaling) {
static void init_textures(ShaderProgram *program, Context context) {
unsigned int i;
program->textures = malloc(program->tex_count * sizeof(GLuint));
@@ -47,23 +46,30 @@ static void init_textures(ShaderProgram *program, Context context,
// selects which texture unit subsequent texture state calls will affect
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, program->textures[i]);
glEnable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, program->textures[i]);
// define texture image as empty
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
(int)((context.internal_size / downscaling) *
(float)context.width / (context.height)),
context.internal_size / downscaling, 0, GL_RGB,
GL_UNSIGNED_BYTE, 0);
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGB,
(int)(context.internal_size * (float)context.width / (context.height)),
context.internal_size, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
// setup mipmap context
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
}
log_success("Texture %d initialized", i);
static void rebind_textures(ShaderProgram *program) {
unsigned int i;
for (i = 0; i < program->tex_count; i++) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, program->textures[i]);
}
}
@@ -105,15 +111,33 @@ static void init_framebuffers(ShaderProgram *program,
return;
}
static void init_vertices(ShaderProgram *program) {
static void init_vertices(ShaderProgram *program, bool rebind) {
unsigned int i;
// create vertex buffer and setup vertices
glGenBuffers(1, &program->vertex_buffer);
if (!rebind) {
glGenBuffers(1, &program->vertex_buffer);
}
glBindBuffer(GL_ARRAY_BUFFER, program->vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// create vertex array
glGenVertexArrays(1, &program->vertex_array);
glBindVertexArray(program->vertex_array);
if (!rebind) {
glGenVertexArrays(1, &program->vertex_array[0]);
glBindVertexArray(program->vertex_array[0]);
} else {
glGenVertexArrays(1, &program->vertex_array[1]);
glBindVertexArray(program->vertex_array[1]);
}
for (i = 0; i < program->frag_count; i++) {
// enable attribute pointer
glEnableVertexAttribArray(program->vpos_locations[i]);
// specify the location and data format of the array of generic vertex
// attributes to use when rendering
glVertexAttribPointer(program->vpos_locations[i], 2, GL_FLOAT, GL_FALSE,
sizeof(Vertex), (void *)offsetof(Vertex, pos));
}
}
static void init_shaders(ShaderProgram *program, File *fragment_shaders) {
@@ -147,7 +171,6 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
char *sub_prefix;
char *seed_prefix;
char *state_prefix;
program->programs[i] = glCreateProgram();
glAttachShader(program->programs[i], program->vertex_shader);
@@ -214,12 +237,6 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
// create attribute pointer
program->vpos_locations[i] =
glGetAttribLocation(program->programs[i], "vPos");
// enable attribute pointer
glEnableVertexAttribArray(program->vpos_locations[i]);
// specify the location and data format of the array of generic vertex
// attributes to use when rendering
glVertexAttribPointer(program->vpos_locations[i], 2, GL_FLOAT, GL_FALSE,
sizeof(Vertex), (void *)offsetof(Vertex, pos));
log_success("Program %d initialized", i + 1);
}
@@ -250,36 +267,41 @@ static void init_programs(ShaderProgram *program, ConfigFile shader_config) {
}
ShaderProgram shaders_init(File *fragment_shaders, ConfigFile shader_config,
Context context, unsigned int downscaling) {
Context context, ShaderProgram *previous) {
ShaderProgram program;
program.error = false;
program.last_width = context.width;
program.last_height = context.height;
program.tex_count = config_file_get_int(shader_config, "TEX_COUNT", 9);
program.frag_count = config_file_get_int(shader_config, "FRAG_COUNT", 6);
program.frag_output_index =
config_file_get_int(shader_config, "FRAG_OUTPUT", 1) - 1;
program.frag_monitor_index =
config_file_get_int(shader_config, "FRAG_MONITOR", 1) - 1;
program.sub_type_count =
config_file_get_int(shader_config, "SUB_TYPE_COUNT", 0);
program.sub_variant_count =
config_file_get_int(shader_config, "SUB_VARIANT_COUNT", 1);
if (previous == NULL) {
program.error = false;
program.last_width = context.width;
program.last_height = context.height;
program.tex_count = config_file_get_int(shader_config, "TEX_COUNT", 9);
program.frag_count = config_file_get_int(shader_config, "FRAG_COUNT", 6);
program.frag_output_index =
config_file_get_int(shader_config, "FRAG_OUTPUT", 1) - 1;
program.frag_monitor_index =
config_file_get_int(shader_config, "FRAG_MONITOR", 1) - 1;
program.sub_type_count =
config_file_get_int(shader_config, "SUB_TYPE_COUNT", 0);
program.sub_variant_count =
config_file_get_int(shader_config, "SUB_VARIANT_COUNT", 1);
init_textures(&program, context, downscaling);
init_shaders(&program, fragment_shaders);
init_framebuffers(&program, shader_config);
if (program.error) {
return program;
}
init_shaders(&program, fragment_shaders);
init_textures(&program, context);
if (program.error) {
return program;
init_framebuffers(&program, shader_config);
init_programs(&program, shader_config);
} else {
program = *previous;
}
init_vertices(&program);
init_programs(&program, shader_config);
init_vertices(&program, previous != NULL);
return program;
}
@@ -298,8 +320,7 @@ void shaders_update(ShaderProgram program, File *fragment_shaders,
}
}
static void update_viewport(ShaderProgram program, Context context,
unsigned int downscaling) {
static void update_viewport(ShaderProgram program, Context context) {
unsigned int i;
// viewport changed
@@ -309,16 +330,15 @@ static void update_viewport(ShaderProgram program, Context context,
for (i = 0; i < program.tex_count; i++) {
glActiveTexture(GL_TEXTURE0 + i);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
(int)((context.internal_size / downscaling) *
(float)context.width / (context.height)),
(int)(float)context.internal_size / downscaling, 0, GL_RGB,
GL_UNSIGNED_BYTE, 0);
(int)(context.internal_size * (float)context.width /
(context.height)),
context.internal_size, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
}
}
}
static void use_program(ShaderProgram program, int i, bool output,
Context context, unsigned int downscaling) {
Context context) {
unsigned int j, k;
GLuint *subroutines;
vec2 resolution;
@@ -339,10 +359,10 @@ static void use_program(ShaderProgram program, int i, bool output,
// clear buffer
glClear(GL_COLOR_BUFFER_BIT);
} else {
glViewport(0, 0,
(int)((context.internal_size / downscaling) *
(float)context.width / (context.height)),
(int)(float)context.internal_size / downscaling);
glViewport(
0, 0,
(int)(context.internal_size * (float)context.width / (context.height)),
context.internal_size);
// use memory framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, program.frame_buffers[i]);
@@ -389,18 +409,26 @@ static void use_program(ShaderProgram program, int i, bool output,
}
void shaders_compute(ShaderProgram program, Context context, bool monitor,
unsigned int downscaling) {
bool output_only) {
unsigned int i;
update_viewport(program, context, downscaling);
if (!output_only) {
glBindVertexArray(program.vertex_array[0]);
for (i = 0; i < program.frag_count; i++) {
if (i != program.frag_output_index && i != program.frag_monitor_index) {
use_program(program, i, false, context, downscaling);
update_viewport(program, context);
for (i = 0; i < program.frag_count; i++) {
if (i != program.frag_output_index && i != program.frag_monitor_index) {
use_program(program, i, false, context);
}
}
} else {
glBindVertexArray(program.vertex_array[1]);
rebind_textures(&program);
}
use_program(program,
monitor ? program.frag_monitor_index : program.frag_output_index,
true, context, downscaling);
true, context);
}
+2 -2
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@@ -4,12 +4,12 @@
#define SHADERS_H
ShaderProgram shaders_init(File *fragment_shaders, ConfigFile shader_config,
Context context, unsigned int downscaling);
Context context, ShaderProgram *shared_program);
void shaders_update(ShaderProgram program, File *fragment_shaders,
unsigned int i);
void shaders_compute(ShaderProgram program, Context context, bool monitor,
unsigned int downscaling);
bool output_only);
#endif /* SHADERS_H */
+1 -2
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@@ -18,7 +18,6 @@ typedef struct Parameters {
char *frag_path;
char *frag_config_path;
unsigned int internal_size;
unsigned int monitor_factor;
float base_tempo;
bool demo;
bool windowed;
@@ -44,7 +43,7 @@ typedef struct ShaderProgram {
GLuint vertex_shader;
GLuint vertex_buffer;
GLuint vertex_array;
GLuint vertex_array[2];
unsigned int tex_count;
GLuint *textures;