Merge opengl into develop
parent
a5c0d39519
commit
a2735693ba
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#!/bin/sh
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MANGOHUD_LIB_NAME="libMangoHud.so"
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if [ "$MANGOHUD_NODLSYM" = "1" ]; then
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MANGOHUD_LIB_NAME="libMangoHud_nodlsym.so"
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fi
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if [ "$#" -eq 0 ]; then
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programname=`basename "$0"`
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echo "ERROR: No program supplied"
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echo
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echo "Usage: $programname <program>"
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exit 1
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fi
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# Execute the program under a clean environment
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# pass through the overriden LD_PRELOAD environment variables
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LD_PRELOAD="${LD_PRELOAD}:${MANGOHUD_LIB_NAME}"
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exec env LD_PRELOAD="${LD_PRELOAD}" "$@"
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#!/bin/sh
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XDG_DATA_HOME="${XDG_DATA_HOME:-$HOME/.local/share}"
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MANGOHUD_LIB_NAME="libMangoHud.so:libMangoHud32.so"
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if [ "$MANGOHUD_NODLSYM" = "1" ]; then
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MANGOHUD_LIB_NAME="libMangoHud_nodlsym.so:libMangoHud_nodlsym32.so"
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fi
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if [ "$#" -eq 0 ]; then
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programname=`basename "$0"`
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echo "ERROR: No program supplied"
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echo
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echo "Usage: $programname <program>"
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exit 1
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fi
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# Execute the program under a clean environment
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# pass through the overriden LD_PRELOAD environment variables
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LD_PRELOAD="${LD_PRELOAD}:${MANGOHUD_LIB_NAME}"
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LD_LIBRARY_PATH="${XDG_DATA_HOME}/MangoHud"
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echo $LD_LIBRARY_PATH
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exec env LD_LIBRARY_PATH="$LD_LIBRARY_PATH" LD_PRELOAD="${LD_PRELOAD}" "$@"
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@ -1,139 +0,0 @@
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#include <thread>
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#include <inttypes.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include "nvidia_info.h"
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#include "memory.h"
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using namespace std;
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int gpuLoad = 0, gpuTemp = 0, cpuTemp = 0, gpuMemClock, gpuCoreClock;
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FILE *amdGpuFile = nullptr, *amdTempFile = nullptr, *cpuTempFile = nullptr, *amdGpuVramTotalFile = nullptr, *amdGpuVramUsedFile = nullptr, *amdGpuCoreClockFile = nullptr, *amdGpuMemoryClockFile = nullptr;
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float gpuMemUsed = 0, gpuMemTotal = 0;
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int numCpuCores = std::thread::hardware_concurrency();
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pthread_t cpuThread, gpuThread, cpuInfoThread;
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struct amdGpu {
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int load;
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int temp;
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int64_t memoryUsed;
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int64_t memoryTotal;
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int MemClock;
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int CoreClock;
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};
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extern struct amdGpu amdgpu;
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string exec(string command) {
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char buffer[128];
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string result = "";
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// Open pipe to file
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FILE* pipe = popen(command.c_str(), "r");
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if (!pipe) {
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return "popen failed!";
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}
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// read till end of process:
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while (!feof(pipe)) {
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// use buffer to read and add to result
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if (fgets(buffer, 128, pipe) != NULL)
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result += buffer;
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}
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pclose(pipe);
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return result;
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}
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void *cpuInfo(void *){
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rewind(cpuTempFile);
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fflush(cpuTempFile);
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if (fscanf(cpuTempFile, "%d", &cpuTemp) != 1)
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cpuTemp = 0;
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cpuTemp /= 1000;
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pthread_detach(cpuInfoThread);
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return NULL;
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}
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void *getNvidiaGpuInfo(void *){
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if (!nvmlSuccess)
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checkNvidia();
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if (nvmlSuccess){
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getNvidiaInfo();
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gpuLoad = nvidiaUtilization.gpu;
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gpuTemp = nvidiaTemp;
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gpuMemUsed = nvidiaMemory.used / (1024.f * 1024.f * 1024.f);
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gpuCoreClock = nvidiaCoreClock;
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gpuMemClock = nvidiaMemClock * 2;
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}
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pthread_detach(gpuThread);
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return NULL;
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}
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void *getAmdGpuUsage(void *){
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int64_t value = 0;
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if (amdGpuFile) {
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rewind(amdGpuFile);
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fflush(amdGpuFile);
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if (fscanf(amdGpuFile, "%d", &amdgpu.load) != 1)
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amdgpu.load = 0;
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gpuLoad = amdgpu.load;
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}
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if (amdTempFile) {
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rewind(amdTempFile);
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fflush(amdTempFile);
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if (fscanf(amdTempFile, "%d", &amdgpu.temp) != 1)
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amdgpu.temp = 0;
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amdgpu.temp /= 1000;
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gpuTemp = amdgpu.temp;
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}
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if (amdGpuVramTotalFile) {
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rewind(amdGpuVramTotalFile);
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fflush(amdGpuVramTotalFile);
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if (fscanf(amdGpuVramTotalFile, "%" PRId64, &value) != 1)
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value = 0;
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amdgpu.memoryTotal = value / (1024 * 1024);
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gpuMemTotal = amdgpu.memoryTotal;
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}
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if (amdGpuVramUsedFile) {
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rewind(amdGpuVramUsedFile);
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fflush(amdGpuVramUsedFile);
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if (fscanf(amdGpuVramUsedFile, "%" PRId64, &value) != 1)
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value = 0;
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amdgpu.memoryUsed = value / (1024 * 1024);
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gpuMemUsed = amdgpu.memoryUsed / 1024.f;
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}
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if (amdGpuCoreClockFile) {
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rewind(amdGpuCoreClockFile);
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fflush(amdGpuCoreClockFile);
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if (fscanf(amdGpuCoreClockFile, "%" PRId64, &value) != 1)
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value = 0;
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amdgpu.CoreClock = value / 1000000;
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gpuCoreClock = amdgpu.CoreClock;
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}
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if (amdGpuMemoryClockFile) {
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rewind(amdGpuMemoryClockFile);
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fflush(amdGpuMemoryClockFile);
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if (fscanf(amdGpuMemoryClockFile, "%" PRId64, &value) != 1)
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value = 0;
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amdgpu.MemClock = value / 1000000;
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gpuMemClock = amdgpu.MemClock;
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}
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pthread_detach(gpuThread);
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return NULL;
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}
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#pragma once
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#ifdef __cplusplus
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extern "C" {
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#endif
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void * glXCreateContext(void *, void *, void *, int);
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void glXDestroyContext(void *, void*);
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void glXSwapBuffers(void*, void*);
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void glXSwapIntervalEXT(void*, void*, int);
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int glXSwapIntervalSGI(int);
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int glXSwapIntervalMESA(unsigned int);
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bool glXMakeCurrent(void*, void*, void*);
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void* glXGetProcAddress(const unsigned char*);
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void* glXGetProcAddressARB(const unsigned char*);
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unsigned int eglSwapBuffers( void*, void* );
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void glClipControl(int origin, int depth);
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#ifdef __cplusplus
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}
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#endif
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Load Diff
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Load Diff
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Load Diff
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// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
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// - Desktop GL: 2.x 3.x 4.x
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// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2020-01-07: OpenGL: Added support for glbindings OpenGL loader.
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// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
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// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
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// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
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// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
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// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
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// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
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// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
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// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
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// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
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// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
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// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
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// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
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// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
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// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
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// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
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// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
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// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
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// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
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// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
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// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
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// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
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// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
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// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
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//----------------------------------------
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// OpenGL GLSL GLSL
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// version version string
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//----------------------------------------
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// 2.0 110 "#version 110"
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// 2.1 120 "#version 120"
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// 3.0 130 "#version 130"
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// 3.1 140 "#version 140"
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// 3.2 150 "#version 150"
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// 3.3 330 "#version 330 core"
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// 4.0 400 "#version 400 core"
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// 4.1 410 "#version 410 core"
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// 4.2 420 "#version 410 core"
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// 4.3 430 "#version 430 core"
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// ES 2.0 100 "#version 100" = WebGL 1.0
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// ES 3.0 300 "#version 300 es" = WebGL 2.0
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//----------------------------------------
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#include "imgui.h"
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#include "imgui_impl_opengl3.h"
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#include <stdio.h>
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#include <stdint.h> // intptr_t
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#include <GL/gl3w.h>
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#define GL_CLIP_ORIGIN 0x935C
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#define GL_NEGATIVE_ONE_TO_ONE 0x935E
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#define GL_ZERO_TO_ONE 0x935F
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#define GL_CLIP_DEPTH_MODE 0x935D
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#include "loaders/loader_gl.h"
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extern gl_loader gl;
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// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
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#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2)
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 0
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#else
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 1
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#endif
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// OpenGL Data
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static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries.
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static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
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static GLuint g_FontTexture = 0;
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static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
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static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
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static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
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// Functions
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bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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{
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// Query for GL version
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#if !defined(IMGUI_IMPL_OPENGL_ES2)
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glsl_version = "#version 130";
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GLint major, minor;
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glGetIntegerv(GL_MAJOR_VERSION, &major);
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glGetIntegerv(GL_MINOR_VERSION, &minor);
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g_GlVersion = major * 1000 + minor;
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printf("Version: %d.%d\n", major, minor);
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if (major >= 4 && minor >= 1)
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glsl_version = "#version 410";
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else if (major > 3 || (major == 3 && minor >= 2))
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glsl_version = "#version 150";
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#else
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g_GlVersion = 2000; // GLES 2
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#endif
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_opengl3";
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#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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if (g_GlVersion >= 3200)
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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#endif
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// Store GLSL version string so we can refer to it later in case we recreate shaders.
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// Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
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if (glsl_version == NULL)
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glsl_version = "#version 130";
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IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
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strcpy(g_GlslVersionString, glsl_version);
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strcat(g_GlslVersionString, "\n");
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// Make a dummy GL call (we don't actually need the result)
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// IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
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// Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
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GLint current_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
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return true;
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}
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void ImGui_ImplOpenGL3_Shutdown()
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{
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ImGui_ImplOpenGL3_DestroyDeviceObjects();
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}
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void ImGui_ImplOpenGL3_NewFrame()
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{
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if (!g_ShaderHandle)
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ImGui_ImplOpenGL3_CreateDeviceObjects();
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}
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static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
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{
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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#ifdef GL_POLYGON_MODE
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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#endif
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// Setup viewport, orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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float T = draw_data->DisplayPos.y;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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const float ortho_projection[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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{ 0.0f, 0.0f, -1.0f, 0.0f },
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{ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
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};
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glUseProgram(g_ShaderHandle);
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glUniform1i(g_AttribLocationTex, 0);
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glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
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#ifdef GL_SAMPLER_BINDING
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glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
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#endif
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(void)vertex_array_object;
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#ifndef IMGUI_IMPL_OPENGL_ES2
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glBindVertexArray(vertex_array_object);
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#endif
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// Bind vertex/index buffers and setup attributes for ImDrawVert
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
|
||||
glEnableVertexAttribArray(g_AttribLocationVtxPos);
|
||||
glEnableVertexAttribArray(g_AttribLocationVtxUV);
|
||||
glEnableVertexAttribArray(g_AttribLocationVtxColor);
|
||||
glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
|
||||
glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
|
||||
glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
|
||||
}
|
||||
|
||||
// OpenGL3 Render function.
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
|
||||
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||
if (fb_width <= 0 || fb_height <= 0)
|
||||
return;
|
||||
|
||||
// Backup GL state
|
||||
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
|
||||
#endif
|
||||
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object);
|
||||
#endif
|
||||
#ifdef GL_POLYGON_MODE
|
||||
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
||||
#endif
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
||||
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
|
||||
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
|
||||
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
|
||||
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
|
||||
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
|
||||
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
|
||||
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
|
||||
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
|
||||
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
||||
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
||||
bool clip_origin_lower_left = true;
|
||||
#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
|
||||
GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
|
||||
GLenum last_clip_depth_mode = 0; glGetIntegerv(GL_CLIP_DEPTH_MODE, (GLint*)&last_clip_depth_mode);
|
||||
if (last_clip_origin == GL_UPPER_LEFT) {
|
||||
clip_origin_lower_left = false;
|
||||
if (gl.glClipControl)
|
||||
gl.glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
|
||||
}
|
||||
#endif
|
||||
|
||||
// Setup desired GL state
|
||||
// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
|
||||
// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
|
||||
GLuint vertex_array_object = 0;
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glGenVertexArrays(1, &vertex_array_object);
|
||||
#endif
|
||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
||||
|
||||
// Render command lists
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
|
||||
// Upload vertex/index buffers
|
||||
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback != NULL)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec4 clip_rect;
|
||||
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
|
||||
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
|
||||
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
|
||||
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
|
||||
|
||||
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
|
||||
{
|
||||
// Apply scissor/clipping rectangle
|
||||
//if (clip_origin_lower_left)
|
||||
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
|
||||
//else
|
||||
// glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
|
||||
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||
#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
if (g_GlVersion >= 3200)
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
|
||||
else
|
||||
#endif
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Destroy the temporary VAO
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glDeleteVertexArrays(1, &vertex_array_object);
|
||||
#endif
|
||||
|
||||
// Restore modified GL state
|
||||
glUseProgram(last_program);
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
glBindSampler(0, last_sampler);
|
||||
#endif
|
||||
glActiveTexture(last_active_texture);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glBindVertexArray(last_vertex_array_object);
|
||||
#endif
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
|
||||
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
|
||||
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
|
||||
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
|
||||
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
|
||||
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
|
||||
#ifdef GL_POLYGON_MODE
|
||||
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
|
||||
#endif
|
||||
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
||||
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
|
||||
|
||||
#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
|
||||
if (!clip_origin_lower_left && gl.glClipControl)
|
||||
gl.glClipControl(last_clip_origin, last_clip_depth_mode);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL3_CreateFontsTexture()
|
||||
{
|
||||
printf("%s\n", __func__);
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
|
||||
// Upload texture to graphics system
|
||||
GLint last_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGenTextures(1, &g_FontTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
#ifdef GL_UNPACK_ROW_LENGTH
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
#endif
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
|
||||
|
||||
// Restore state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_DestroyFontsTexture()
|
||||
{
|
||||
if (g_FontTexture)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
glDeleteTextures(1, &g_FontTexture);
|
||||
io.Fonts->TexID = 0;
|
||||
g_FontTexture = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
|
||||
static bool CheckShader(GLuint handle, const char* desc)
|
||||
{
|
||||
GLint status = 0, log_length = 0;
|
||||
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
|
||||
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if ((GLboolean)status == GL_FALSE)
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
|
||||
if (log_length > 1)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
buf.resize((int)(log_length + 1));
|
||||
glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
|
||||
fprintf(stderr, "%s\n", buf.begin());
|
||||
}
|
||||
return (GLboolean)status == GL_TRUE;
|
||||
}
|
||||
|
||||
// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
|
||||
static bool CheckProgram(GLuint handle, const char* desc)
|
||||
{
|
||||
GLint status = 0, log_length = 0;
|
||||
glGetProgramiv(handle, GL_LINK_STATUS, &status);
|
||||
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if ((GLboolean)status == GL_FALSE)
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
|
||||
if (log_length > 1)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
buf.resize((int)(log_length + 1));
|
||||
glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
|
||||
fprintf(stderr, "%s\n", buf.begin());
|
||||
}
|
||||
return (GLboolean)status == GL_TRUE;
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
{
|
||||
// Backup GL state
|
||||
GLint last_texture, last_array_buffer;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
GLint last_vertex_array;
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
||||
#endif
|
||||
|
||||
// Parse GLSL version string
|
||||
int glsl_version = 130;
|
||||
sscanf(g_GlslVersionString, "#version %d", &glsl_version);
|
||||
|
||||
const GLchar* vertex_shader_glsl_120 =
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"attribute vec2 Position;\n"
|
||||
"attribute vec2 UV;\n"
|
||||
"attribute vec4 Color;\n"
|
||||
"varying vec2 Frag_UV;\n"
|
||||
"varying vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_glsl_130 =
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"in vec2 Position;\n"
|
||||
"in vec2 UV;\n"
|
||||
"in vec4 Color;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_glsl_300_es =
|
||||
"precision mediump float;\n"
|
||||
"layout (location = 0) in vec2 Position;\n"
|
||||
"layout (location = 1) in vec2 UV;\n"
|
||||
"layout (location = 2) in vec4 Color;\n"
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_glsl_410_core =
|
||||
"layout (location = 0) in vec2 Position;\n"
|
||||
"layout (location = 1) in vec2 UV;\n"
|
||||
"layout (location = 2) in vec4 Color;\n"
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
//" gl_Position = ProjMtx * vec4(Position.xy,0,1) * vec4(1.0, -1.0, 1, 1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_120 =
|
||||
"#ifdef GL_ES\n"
|
||||
" precision mediump float;\n"
|
||||
"#endif\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"varying vec2 Frag_UV;\n"
|
||||
"varying vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st).r;\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_130 =
|
||||
"uniform sampler2D Texture;\n"
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st).r;\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_300_es =
|
||||
"precision mediump float;\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"layout (location = 0) out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st).r;\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_410_core =
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"layout (location = 0) out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st).r;\n"
|
||||
"}\n";
|
||||
|
||||
|
||||
printf("glsl_version: %d\n", glsl_version);
|
||||
// Select shaders matching our GLSL versions
|
||||
const GLchar* vertex_shader = NULL;
|
||||
const GLchar* fragment_shader = NULL;
|
||||
if (glsl_version < 130)
|
||||
{
|
||||
printf("glsl_version < 130\n");
|
||||
vertex_shader = vertex_shader_glsl_120;
|
||||
fragment_shader = fragment_shader_glsl_120;
|
||||
}
|
||||
else if (glsl_version >= 410)
|
||||
{
|
||||
printf("glsl_version >= 410\n");
|
||||
vertex_shader = vertex_shader_glsl_410_core;
|
||||
fragment_shader = fragment_shader_glsl_410_core;
|
||||
}
|
||||
else if (glsl_version == 300)
|
||||
{
|
||||
printf("glsl_version == 300\n");
|
||||
vertex_shader = vertex_shader_glsl_300_es;
|
||||
fragment_shader = fragment_shader_glsl_300_es;
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("vertex_shader_glsl_130\n");
|
||||
vertex_shader = vertex_shader_glsl_130;
|
||||
fragment_shader = fragment_shader_glsl_130;
|
||||
}
|
||||
|
||||
// Create shaders
|
||||
const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
|
||||
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
|
||||
glCompileShader(g_VertHandle);
|
||||
CheckShader(g_VertHandle, "vertex shader");
|
||||
|
||||
const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
|
||||
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
|
||||
glCompileShader(g_FragHandle);
|
||||
CheckShader(g_FragHandle, "fragment shader");
|
||||
|
||||
g_ShaderHandle = glCreateProgram();
|
||||
glAttachShader(g_ShaderHandle, g_VertHandle);
|
||||
glAttachShader(g_ShaderHandle, g_FragHandle);
|
||||
glLinkProgram(g_ShaderHandle);
|
||||
CheckProgram(g_ShaderHandle, "shader program");
|
||||
|
||||
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
|
||||
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
|
||||
g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position");
|
||||
g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV");
|
||||
g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color");
|
||||
|
||||
// Create buffers
|
||||
glGenBuffers(1, &g_VboHandle);
|
||||
glGenBuffers(1, &g_ElementsHandle);
|
||||
|
||||
ImGui_ImplOpenGL3_CreateFontsTexture();
|
||||
|
||||
// Restore modified GL state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glBindVertexArray(last_vertex_array);
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
|
||||
{
|
||||
printf("%s\n", __func__);
|
||||
if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
|
||||
if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
|
||||
if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
|
||||
if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
|
||||
if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
|
||||
if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
|
||||
if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
|
||||
|
||||
ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
}
|
@ -0,0 +1,36 @@
|
||||
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
|
||||
// - Desktop GL: 2.x 3.x 4.x
|
||||
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// About Desktop OpenGL function loaders:
|
||||
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
|
||||
// About GLSL version:
|
||||
// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
|
||||
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
|
||||
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
|
||||
|
||||
#pragma once
|
||||
|
||||
// Backend API
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// (Optional) Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
@ -0,0 +1,287 @@
|
||||
#include <iostream>
|
||||
#include <array>
|
||||
#include <unordered_map>
|
||||
#include <cstring>
|
||||
#include <cstdio>
|
||||
#include <dlfcn.h>
|
||||
#include <string>
|
||||
#include "real_dlsym.h"
|
||||
#include "loaders/loader_gl.h"
|
||||
#include "GL/gl3w.h"
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_opengl3.h"
|
||||
#include "font_default.h"
|
||||
#include "overlay.h"
|
||||
#include "mesa/util/macros.h"
|
||||
#include "mesa/util/os_time.h"
|
||||
|
||||
#include <chrono>
|
||||
#include <iomanip>
|
||||
|
||||
#define EXPORT_C_(type) extern "C" __attribute__((__visibility__("default"))) type
|
||||
|
||||
EXPORT_C_(void *) glXGetProcAddress(const unsigned char* procName);
|
||||
EXPORT_C_(void *) glXGetProcAddressARB(const unsigned char* procName);
|
||||
|
||||
gl_loader gl;
|
||||
|
||||
struct state {
|
||||
ImGuiContext *imgui_ctx = nullptr;
|
||||
ImFont* font = nullptr;
|
||||
ImFont* font1 = nullptr;
|
||||
};
|
||||
|
||||
static ImVec2 window_size;
|
||||
static overlay_params params {};
|
||||
static swapchain_stats sw_stats {};
|
||||
static fps_limit fps_limit_stats {};
|
||||
static state *current_state;
|
||||
static bool inited = false;
|
||||
std::unordered_map<void*, state> g_imgui_states;
|
||||
uint32_t vendorID;
|
||||
std::string deviceName;
|
||||
|
||||
void imgui_init()
|
||||
{
|
||||
if (inited)
|
||||
return;
|
||||
inited = true;
|
||||
parse_overlay_config(¶ms, getenv("MANGOHUD_CONFIG"));
|
||||
window_size = ImVec2(params.width, params.height);
|
||||
init_system_info();
|
||||
if (params.fps_limit > 0)
|
||||
fps_limit_stats.targetFrameTime = int64_t(1000000000.0 / params.fps_limit);
|
||||
}
|
||||
|
||||
void imgui_create(void *ctx)
|
||||
{
|
||||
if (!ctx)
|
||||
return;
|
||||
imgui_init();
|
||||
gl3wInit();
|
||||
std::cerr << "GL version: " << glGetString(GL_VERSION) << std::endl;
|
||||
deviceName = (char*)glGetString(GL_RENDERER);
|
||||
if (deviceName.find("Radeon") != std::string::npos
|
||||
|| deviceName.find("AMD") != std::string::npos){
|
||||
vendorID = 0x1002;
|
||||
} else {
|
||||
vendorID = 0x10de;
|
||||
}
|
||||
init_gpu_stats(vendorID, params);
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
auto& state = g_imgui_states[ctx];
|
||||
state.imgui_ctx = ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
imgui_custom_style();
|
||||
|
||||
GLint vp [4]; glGetIntegerv (GL_VIEWPORT, vp);
|
||||
printf("viewport %d %d %d %d\n", vp[0], vp[1], vp[2], vp[3]);
|
||||
ImGui::GetIO().IniFilename = NULL;
|
||||
ImGui::GetIO().DisplaySize = ImVec2(vp[2], vp[3]);
|
||||
|
||||
ImGui_ImplOpenGL3_Init();
|
||||
// Make a dummy GL call (we don't actually need the result)
|
||||
// IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
|
||||
// Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
|
||||
GLint current_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
|
||||
|
||||
int font_size = params.font_size;
|
||||
if (!font_size)
|
||||
font_size = 24;
|
||||
|
||||
ImFontConfig font_cfg = ImFontConfig();
|
||||
const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
|
||||
const ImWchar* glyph_ranges = io.Fonts->GetGlyphRangesDefault();
|
||||
|
||||
state.font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_size, &font_cfg, glyph_ranges);
|
||||
state.font1 = io.Fonts->AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_size * 0.55, &font_cfg, glyph_ranges);
|
||||
current_state = &state;
|
||||
engineName = "OpenGL";
|
||||
}
|
||||
|
||||
void imgui_destroy(void *ctx)
|
||||
{
|
||||
if (!ctx)
|
||||
return;
|
||||
|
||||
auto it = g_imgui_states.find(ctx);
|
||||
if (it != g_imgui_states.end()) {
|
||||
ImGui::DestroyContext(it->second.imgui_ctx);
|
||||
g_imgui_states.erase(it);
|
||||
}
|
||||
}
|
||||
|
||||
void imgui_shutdown()
|
||||
{
|
||||
std::cerr << __func__ << std::endl;
|
||||
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
|
||||
for(auto &p : g_imgui_states)
|
||||
ImGui::DestroyContext(p.second.imgui_ctx);
|
||||
g_imgui_states.clear();
|
||||
}
|
||||
|
||||
void imgui_set_context(void *ctx)
|
||||
{
|
||||
if (!ctx) {
|
||||
imgui_shutdown();
|
||||
current_state = nullptr;
|
||||
return;
|
||||
}
|
||||
std::cerr << __func__ << std::endl;
|
||||
|
||||
auto it = g_imgui_states.find(ctx);
|
||||
if (it != g_imgui_states.end()) {
|
||||
ImGui::SetCurrentContext(it->second.imgui_ctx);
|
||||
current_state = &it->second;
|
||||
} else {
|
||||
imgui_create(ctx);
|
||||
}
|
||||
sw_stats.font1 = current_state->font1;
|
||||
}
|
||||
|
||||
void imgui_render()
|
||||
{
|
||||
if (!ImGui::GetCurrentContext())
|
||||
return;
|
||||
GLint vp [4]; glGetIntegerv (GL_VIEWPORT, vp);
|
||||
ImGui::GetIO().DisplaySize = ImVec2(vp[2], vp[3]);
|
||||
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
position_layer(params, window_size, vp[2], vp[3]);
|
||||
render_imgui(sw_stats, params, window_size, vp[2], vp[3]);
|
||||
ImGui::PopStyleVar(2);
|
||||
|
||||
ImGui::Render();
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
}
|
||||
|
||||
void* get_proc_address(const char* name) {
|
||||
void (*func)() = (void (*)())real_dlsym( RTLD_NEXT, name );
|
||||
|
||||
if (!func) {
|
||||
std::cerr << "MangoHud: Failed to get function '" << name << "'" << std::endl;
|
||||
exit( 1 );
|
||||
}
|
||||
|
||||
return (void*)func;
|
||||
}
|
||||
|
||||
void* get_glx_proc_address(const char* name) {
|
||||
gl.Load();
|
||||
|
||||
void *func = gl.glXGetProcAddress( (const unsigned char*) name );
|
||||
|
||||
if (!func)
|
||||
func = gl.glXGetProcAddressARB( (const unsigned char*) name );
|
||||
|
||||
if (!func)
|
||||
func = get_proc_address( name );
|
||||
|
||||
return func;
|
||||
}
|
||||
|
||||
EXPORT_C_(void *) glXCreateContext(void *dpy, void *vis, void *shareList, int direct)
|
||||
{
|
||||
gl.Load();
|
||||
void *ctx = gl.glXCreateContext(dpy, vis, shareList, direct);
|
||||
std::cerr << __func__ << ":" << ctx << std::endl;
|
||||
return ctx;
|
||||
}
|
||||
|
||||
EXPORT_C_(bool) glXMakeCurrent(void* dpy, void* drawable, void* ctx) {
|
||||
gl.Load();
|
||||
bool ret = gl.glXMakeCurrent(dpy, drawable, ctx);
|
||||
if (ret)
|
||||
imgui_set_context(ctx);
|
||||
std::cerr << __func__ << std::endl;
|
||||
return ret;
|
||||
}
|
||||
|
||||
EXPORT_C_(void) glXSwapBuffers(void* dpy, void* drawable) {
|
||||
gl.Load();
|
||||
check_keybinds(params);
|
||||
update_hud_info(sw_stats, params, vendorID);
|
||||
imgui_render();
|
||||
gl.glXSwapBuffers(dpy, drawable);
|
||||
if (fps_limit_stats.targetFrameTime > 0){
|
||||
fps_limit_stats.frameStart = os_time_get_nano();
|
||||
FpsLimiter(fps_limit_stats);
|
||||
fps_limit_stats.frameEnd = os_time_get_nano();
|
||||
}
|
||||
}
|
||||
|
||||
struct func_ptr {
|
||||
const char *name;
|
||||
void *ptr;
|
||||
};
|
||||
|
||||
static std::array<const func_ptr, 5> name_to_funcptr_map = {{
|
||||
#define ADD_HOOK(fn) { #fn, (void *) fn }
|
||||
ADD_HOOK(glXGetProcAddress),
|
||||
ADD_HOOK(glXGetProcAddressARB),
|
||||
ADD_HOOK(glXCreateContext),
|
||||
ADD_HOOK(glXMakeCurrent),
|
||||
ADD_HOOK(glXSwapBuffers),
|
||||
#undef ADD_HOOK
|
||||
}};
|
||||
|
||||
static void *find_ptr(const char *name)
|
||||
{
|
||||
for (auto& func : name_to_funcptr_map) {
|
||||
if (strcmp(name, func.name) == 0)
|
||||
return func.ptr;
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
EXPORT_C_(void *) glXGetProcAddress(const unsigned char* procName) {
|
||||
gl.Load();
|
||||
|
||||
//std::cerr << __func__ << ":" << procName << std::endl;
|
||||
|
||||
void* func = find_ptr( (const char*)procName );
|
||||
if (func)
|
||||
return func;
|
||||
|
||||
return gl.glXGetProcAddress(procName);
|
||||
}
|
||||
|
||||
EXPORT_C_(void *) glXGetProcAddressARB(const unsigned char* procName) {
|
||||
gl.Load();
|
||||
|
||||
//std::cerr << __func__ << ":" << procName << std::endl;
|
||||
|
||||
void* func = find_ptr( (const char*)procName );
|
||||
if (func)
|
||||
return func;
|
||||
|
||||
return gl.glXGetProcAddressARB(procName);
|
||||
}
|
||||
|
||||
#ifdef HOOK_DLSYM
|
||||
EXPORT_C_(void*) dlsym(void * handle, const char * name)
|
||||
{
|
||||
void* func = find_ptr(name);
|
||||
if (func) {
|
||||
//std::cerr << __func__ << ":" << name << std::endl;
|
||||
return func;
|
||||
}
|
||||
|
||||
//std::cerr << __func__ << ": foreign: " << name << std::endl;
|
||||
return real_dlsym(handle, name);
|
||||
}
|
||||
#endif
|
@ -0,0 +1,18 @@
|
||||
#include "real_dlsym.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <dlfcn.h>
|
||||
|
||||
extern "C" void* __libc_dlsym( void* handle, const char* name );
|
||||
|
||||
void* real_dlsym( void* handle, const char* name )
|
||||
{
|
||||
static void *(*the_real_dlsym)( void*, const char* );
|
||||
|
||||
if (!the_real_dlsym) {
|
||||
void* libdl = dlopen( "libdl.so", RTLD_NOW | RTLD_LOCAL );
|
||||
the_real_dlsym = reinterpret_cast<decltype(the_real_dlsym)> (__libc_dlsym( libdl, "dlsym" ));
|
||||
}
|
||||
|
||||
return the_real_dlsym( handle, name );
|
||||
}
|
@ -0,0 +1,22 @@
|
||||
/*
|
||||
Copyright (C) 2016-2017 Björn Spindel
|
||||
|
||||
This file is part of libstrangle.
|
||||
|
||||
libstrangle 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 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
libstrangle 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 libstrangle. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
void* real_dlsym( void*, const char* );
|
@ -0,0 +1,86 @@
|
||||
#include "nvidia_info.h"
|
||||
#include "memory.h"
|
||||
#include "gpu.h"
|
||||
|
||||
struct gpuInfo gpu_info;
|
||||
FILE *amdGpuFile = nullptr, *amdTempFile = nullptr, *amdGpuVramTotalFile = nullptr, *amdGpuVramUsedFile = nullptr, *amdGpuCoreClockFile = nullptr, *amdGpuMemoryClockFile = nullptr;
|
||||
pthread_t cpuThread, gpuThread, cpuInfoThread;
|
||||
|
||||
void *getNvidiaGpuInfo(void *){
|
||||
if (!nvmlSuccess)
|
||||
checkNvidia();
|
||||
|
||||
if (nvmlSuccess){
|
||||
getNvidiaInfo();
|
||||
gpu_info.load = nvidiaUtilization.gpu;
|
||||
gpu_info.temp = nvidiaTemp;
|
||||
gpu_info.memoryUsed = nvidiaMemory.used / (1024.f * 1024.f * 1024.f);
|
||||
gpu_info.CoreClock = nvidiaCoreClock;
|
||||
gpu_info.MemClock = nvidiaMemClock * 2;
|
||||
}
|
||||
|
||||
pthread_detach(gpuThread);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void *getAmdGpuUsage(void *){
|
||||
int64_t value = 0;
|
||||
|
||||
if (amdGpuFile) {
|
||||
rewind(amdGpuFile);
|
||||
fflush(amdGpuFile);
|
||||
if (fscanf(amdGpuFile, "%d", &amdgpu.load) != 1)
|
||||
amdgpu.load = 0;
|
||||
gpu_info.load = amdgpu.load;
|
||||
}
|
||||
|
||||
if (amdTempFile) {
|
||||
rewind(amdTempFile);
|
||||
fflush(amdTempFile);
|
||||
if (fscanf(amdTempFile, "%d", &amdgpu.temp) != 1)
|
||||
amdgpu.temp = 0;
|
||||
amdgpu.temp /= 1000;
|
||||
gpu_info.temp = amdgpu.temp;
|
||||
}
|
||||
|
||||
if (amdGpuVramTotalFile) {
|
||||
rewind(amdGpuVramTotalFile);
|
||||
fflush(amdGpuVramTotalFile);
|
||||
if (fscanf(amdGpuVramTotalFile, "%" PRId64, &value) != 1)
|
||||
value = 0;
|
||||
amdgpu.memoryTotal = float(value) / (1024 * 1024 * 1024);
|
||||
gpu_info.memoryTotal = amdgpu.memoryTotal;
|
||||
}
|
||||
|
||||
if (amdGpuVramUsedFile) {
|
||||
rewind(amdGpuVramUsedFile);
|
||||
fflush(amdGpuVramUsedFile);
|
||||
if (fscanf(amdGpuVramUsedFile, "%" PRId64, &value) != 1)
|
||||
value = 0;
|
||||
amdgpu.memoryUsed = float(value) / (1024 * 1024 * 1024);
|
||||
gpu_info.memoryUsed = amdgpu.memoryUsed;
|
||||
}
|
||||
|
||||
if (amdGpuCoreClockFile) {
|
||||
rewind(amdGpuCoreClockFile);
|
||||
fflush(amdGpuCoreClockFile);
|
||||
if (fscanf(amdGpuCoreClockFile, "%" PRId64, &value) != 1)
|
||||
value = 0;
|
||||
|
||||
amdgpu.CoreClock = value / 1000000;
|
||||
gpu_info.CoreClock = amdgpu.CoreClock;
|
||||
}
|
||||
|
||||
if (amdGpuMemoryClockFile) {
|
||||
rewind(amdGpuMemoryClockFile);
|
||||
fflush(amdGpuMemoryClockFile);
|
||||
if (fscanf(amdGpuMemoryClockFile, "%" PRId64, &value) != 1)
|
||||
value = 0;
|
||||
|
||||
amdgpu.MemClock = value / 1000000;
|
||||
gpu_info.MemClock = amdgpu.MemClock;
|
||||
}
|
||||
|
||||
pthread_detach(gpuThread);
|
||||
return NULL;
|
||||
}
|
@ -0,0 +1,34 @@
|
||||
#include <thread>
|
||||
#include <inttypes.h>
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include "nvidia_info.h"
|
||||
|
||||
using namespace std;
|
||||
extern FILE *amdGpuFile, *amdTempFile, *amdGpuVramTotalFile, *amdGpuVramUsedFile, *amdGpuCoreClockFile, *amdGpuMemoryClockFile;
|
||||
extern pthread_t cpuThread, gpuThread, cpuInfoThread;
|
||||
|
||||
struct amdGpu {
|
||||
int load;
|
||||
int temp;
|
||||
float memoryUsed;
|
||||
float memoryTotal;
|
||||
int MemClock;
|
||||
int CoreClock;
|
||||
};
|
||||
|
||||
struct gpuInfo{
|
||||
int load;
|
||||
int temp;
|
||||
float memoryUsed;
|
||||
float memoryTotal;
|
||||
int MemClock;
|
||||
int CoreClock;
|
||||
};
|
||||
|
||||
extern struct amdGpu amdgpu;
|
||||
extern struct gpuInfo gpu_info;
|
||||
|
||||
void *getNvidiaInfo(void*);
|
||||
void *getNvidiaGpuInfo(void*);
|
||||
void *getAmdGpuUsage(void*);
|
@ -0,0 +1,102 @@
|
||||
#include "gl/real_dlsym.h"
|
||||
#include "loaders/loader_gl.h"
|
||||
|
||||
gl_loader::gl_loader() : loaded_(false) {
|
||||
}
|
||||
|
||||
gl_loader::~gl_loader() {
|
||||
CleanUp(loaded_);
|
||||
}
|
||||
|
||||
bool gl_loader::Load(bool egl_only) {
|
||||
if (loaded_) {
|
||||
return true;
|
||||
}
|
||||
|
||||
eglSwapBuffers =
|
||||
reinterpret_cast<decltype(this->eglSwapBuffers)>(
|
||||
real_dlsym(RTLD_NEXT, "eglSwapBuffers"));
|
||||
|
||||
if (egl_only) {
|
||||
loaded_ = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
glXGetProcAddress =
|
||||
reinterpret_cast<decltype(this->glXGetProcAddress)>(
|
||||
real_dlsym(RTLD_NEXT, "glXGetProcAddress"));
|
||||
|
||||
glXGetProcAddressARB =
|
||||
reinterpret_cast<decltype(this->glXGetProcAddressARB)>(
|
||||
real_dlsym(RTLD_NEXT, "glXGetProcAddressARB"));
|
||||
|
||||
if (!glXGetProcAddress) {
|
||||
CleanUp(true);
|
||||
return false;
|
||||
}
|
||||
|
||||
glXCreateContext =
|
||||
reinterpret_cast<decltype(this->glXCreateContext)>(
|
||||
glXGetProcAddress((const unsigned char *)"glXCreateContext"));
|
||||
if (!glXCreateContext) {
|
||||
CleanUp(true);
|
||||
return false;
|
||||
}
|
||||
|
||||
glXDestroyContext =
|
||||
reinterpret_cast<decltype(this->glXDestroyContext)>(
|
||||
glXGetProcAddress((const unsigned char *)"glXDestroyContext"));
|
||||
if (!glXDestroyContext) {
|
||||
CleanUp(true);
|
||||
return false;
|
||||
}
|
||||
|
||||
glXSwapBuffers =
|
||||
reinterpret_cast<decltype(this->glXSwapBuffers)>(
|
||||
glXGetProcAddress((const unsigned char *)"glXSwapBuffers"));
|
||||
if (!glXSwapBuffers) {
|
||||
CleanUp(true);
|
||||
return false;
|
||||
}
|
||||
|
||||
glXSwapIntervalEXT =
|
||||
reinterpret_cast<decltype(this->glXSwapIntervalEXT)>(
|
||||
glXGetProcAddress((const unsigned char *)"glXSwapIntervalEXT"));
|
||||
|
||||
glXSwapIntervalSGI =
|
||||
reinterpret_cast<decltype(this->glXSwapIntervalSGI)>(
|
||||
glXGetProcAddress((const unsigned char *)"glXSwapIntervalSGI"));
|
||||
|
||||
glXSwapIntervalMESA =
|
||||
reinterpret_cast<decltype(this->glXSwapIntervalMESA)>(
|
||||
glXGetProcAddress((const unsigned char *)"glXSwapIntervalMESA"));
|
||||
|
||||
glXMakeCurrent =
|
||||
reinterpret_cast<decltype(this->glXMakeCurrent)>(
|
||||
glXGetProcAddress((const unsigned char *)"glXMakeCurrent"));
|
||||
if (!glXMakeCurrent) {
|
||||
CleanUp(true);
|
||||
return false;
|
||||
}
|
||||
|
||||
glClipControl =
|
||||
reinterpret_cast<decltype(this->glClipControl)>(
|
||||
glXGetProcAddress((const unsigned char *)"glClipControl"));
|
||||
|
||||
loaded_ = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void gl_loader::CleanUp(bool unload) {
|
||||
loaded_ = false;
|
||||
glXGetProcAddress = nullptr;
|
||||
glXGetProcAddressARB = nullptr;
|
||||
glXCreateContext = nullptr;
|
||||
glXDestroyContext = nullptr;
|
||||
glXSwapBuffers = nullptr;
|
||||
glXSwapIntervalEXT = nullptr;
|
||||
glXSwapIntervalSGI = nullptr;
|
||||
glXSwapIntervalMESA = nullptr;
|
||||
glXMakeCurrent = nullptr;
|
||||
|
||||
}
|
@ -0,0 +1,39 @@
|
||||
#ifndef LIBRARY_LOADER_GL_H
|
||||
#define LIBRARY_LOADER_GL_H
|
||||
|
||||
#include "gl/gl.h"
|
||||
#include <dlfcn.h>
|
||||
|
||||
class gl_loader {
|
||||
public:
|
||||
gl_loader();
|
||||
~gl_loader();
|
||||
|
||||
bool Load(bool egl_only = false);
|
||||
bool IsLoaded() { return loaded_; }
|
||||
|
||||
decltype(&::glXGetProcAddress) glXGetProcAddress;
|
||||
decltype(&::glXGetProcAddressARB) glXGetProcAddressARB;
|
||||
decltype(&::glXCreateContext) glXCreateContext;
|
||||
decltype(&::glXDestroyContext) glXDestroyContext;
|
||||
decltype(&::glXSwapBuffers) glXSwapBuffers;
|
||||
decltype(&::glXSwapIntervalEXT) glXSwapIntervalEXT;
|
||||
decltype(&::glXSwapIntervalSGI) glXSwapIntervalSGI;
|
||||
decltype(&::glXSwapIntervalMESA) glXSwapIntervalMESA;
|
||||
decltype(&::glXMakeCurrent) glXMakeCurrent;
|
||||
|
||||
decltype(&::glClipControl) glClipControl;
|
||||
|
||||
decltype(&::eglSwapBuffers) eglSwapBuffers;
|
||||
|
||||
private:
|
||||
void CleanUp(bool unload);
|
||||
|
||||
bool loaded_;
|
||||
|
||||
// Disallow copy constructor and assignment operator.
|
||||
gl_loader(const gl_loader&);
|
||||
void operator=(const gl_loader&);
|
||||
};
|
||||
|
||||
#endif // LIBRARY_LOADER_GL_H
|
@ -0,0 +1,44 @@
|
||||
#include <string>
|
||||
#include <stdint.h>
|
||||
#include "imgui.h"
|
||||
#include "overlay_params.h"
|
||||
#include "iostats.h"
|
||||
|
||||
extern std::string engineName;
|
||||
struct frame_stat {
|
||||
uint64_t stats[OVERLAY_PARAM_ENABLED_MAX];
|
||||
};
|
||||
|
||||
struct swapchain_stats {
|
||||
uint64_t n_frames;
|
||||
enum overlay_param_enabled stat_selector;
|
||||
double time_dividor;
|
||||
struct frame_stat stats_min, stats_max;
|
||||
struct frame_stat frames_stats[200];
|
||||
|
||||
ImFont* font1 = nullptr;
|
||||
std::string time;
|
||||
double fps;
|
||||
struct iostats io;
|
||||
int total_cpu;
|
||||
uint64_t last_present_time;
|
||||
unsigned n_frames_since_update;
|
||||
uint64_t last_fps_update;
|
||||
};
|
||||
|
||||
struct fps_limit {
|
||||
int64_t frameStart;
|
||||
int64_t frameEnd;
|
||||
int64_t targetFrameTime;
|
||||
int64_t frameOverhead;
|
||||
int64_t sleepTime;
|
||||
};
|
||||
|
||||
void position_layer(struct overlay_params& params, ImVec2 window_size, unsigned width, unsigned height);
|
||||
void render_imgui(swapchain_stats& data, struct overlay_params& params, ImVec2& window_size, unsigned width, unsigned height);
|
||||
void update_hud_info(struct swapchain_stats& sw_stats, struct overlay_params& params, uint32_t vendorID);
|
||||
void init_gpu_stats(uint32_t& vendorID, overlay_params& params);
|
||||
void check_keybinds(struct overlay_params& params);
|
||||
void init_system_info(void);
|
||||
void FpsLimiter(struct fps_limit& stats);
|
||||
void imgui_custom_style(void);
|
Loading…
Reference in New Issue