Files
recycled-ni-neutrino/src/driver/glthread.h
Stefan Seyfried 33edabc16f glthread: blit OSD manually
to help debugging of framebuffer issues, only blit the openGL
framebuffer after an explicit blit() call


Origin commit data
------------------
Commit: 843e9f395a
Author: Stefan Seyfried <seife@tuxbox-git.slipkontur.de>
Date: 2013-04-06 (Sat, 06 Apr 2013)
2013-04-06 12:06:18 +02:00

107 lines
3.6 KiB
C++

/*
Neutrino-GUI - DBoxII-Project
Copyright 2010 Carsten Juttner <carjay@gmx.net>
Copyright 2012 Stefan Seyfried <seife@tuxboxcvs.slipkontur.de>
License: GPL
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __glthread__
#define __glthread__
#include <OpenThreads/Thread>
//#include <OpenThreads/Condition>
#include <vector>
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <GL/gl.h>
#include "rcinput.h"
//class SWDecoder;
/* TODO: some stuff is probably not needed without the SW decoder... */
class GLThreadObj : public OpenThreads::Thread
{
public:
GLThreadObj(int x, int y);
~GLThreadObj();
// GLThreadObj(GLThreadObj &rhs);
// GLThreadObj const &operator= (GLThreadObj const &rhs);
// void operator()();
void run();
void Start() { OpenThreads::Thread::start(); }
void waitInit(); /* wait until things are set up */
void shutDown() { mShutDown = true; } /* shut down event loop (causes thread to exit) */
void join() { OpenThreads::Thread::join(); }
unsigned char *getOSDBuffer() { return &mOSDBuffer[0]; } /* gets pointer to OSD bounce buffer */
int getOSDWidth() { return mState.width; }
int getOSDHeight() { return mState.height; }
void blit() { mState.blit = true; }
void clear();
private:
int mX; /* window size */
int mY;
bool mReInit; /* setup things for GL */
bool mShutDown; /* if set main loop is left */
bool mInitDone; /* condition predicate */
// OpenThreads::Condition mInitCond; /* condition variable for init */
// mutable OpenThreads::Mutex mMutex; /* lock our data */
std::vector<unsigned char> mOSDBuffer; /* silly bounce buffer */
std::map<unsigned char, neutrino_msg_t> mKeyMap;
std::map<int, neutrino_msg_t> mSpecialMap;
void checkReinit(); /* e.g. in case window was resized */
static void rendercb(); /* callback for GLUT */
void render(); /* actual render function */
static void keyboardcb(unsigned char key, int x, int y);
static void specialcb(int key, int x, int y);
void initKeys(); /* setup key bindings for window */
void setupCtx(); /* create the window and make the context current */
void setupOSDBuffer(); /* create the OSD buffer */
void setupGLObjects(); /* PBOs, textures and stuff */
void releaseGLObjects();
void eventLoop(); /* enter the GL window event loop */
void drawCube(float size); /* cubes are the building blocks of our society */
void drawSquare(float size); /* do not be square */
void initDone(); /* "things are now set up", called by this */
struct {
int width; /* width and height, fixed for a framebuffer instance */
int height;
GLuint osdtex; /* holds the OSD texture */
GLuint pbo; /* PBO we use for transfer to texture */
// GLuint displaytex; /* holds the display texture */
// GLuint displaypbo;
int go3d;
bool blit;
} mState;
// boost::shared_ptr<SWDecoder>mpSWDecoder; /* our Decoder-Object that runs in its own thread */
// boost::thread mSWDecoderThread; /* thread running the decoder */
void bltOSDBuffer();
// void bltDisplayBuffer();
};
#endif