virtualx-engine/platform/windows/context_gl_windows.cpp
Rémi Verschelde 1426cd3b3a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:26:54 +01:00

242 lines
7.9 KiB
C++

/**************************************************************************/
/* context_gl_windows.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#if defined(OPENGL_ENABLED) || defined(GLES_ENABLED)
// Author: Juan Linietsky <reduzio@gmail.com>, (C) 2008
#include "context_gl_windows.h"
#include <dwmapi.h>
#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092
#define WGL_CONTEXT_FLAGS_ARB 0x2094
#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x00000002
#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126
#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
#if defined(__GNUC__)
// Workaround GCC warning from -Wcast-function-type.
#define wglGetProcAddress (void *)wglGetProcAddress
#endif
typedef HGLRC(APIENTRY *PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int *);
void ContextGL_Windows::release_current() {
wglMakeCurrent(hDC, NULL);
}
void ContextGL_Windows::make_current() {
wglMakeCurrent(hDC, hRC);
}
bool ContextGL_Windows::is_offscreen_available() const {
return hRC_offscreen != NULL;
}
void ContextGL_Windows::make_offscreen_current() {
ERR_FAIL_COND(!wglMakeCurrent(hDC, hRC_offscreen));
}
void ContextGL_Windows::release_offscreen_current() {
ERR_FAIL_COND(!wglMakeCurrent(hDC, NULL));
}
HDC ContextGL_Windows::get_hdc() {
return hDC;
}
HGLRC ContextGL_Windows::get_hglrc() {
return hRC;
}
int ContextGL_Windows::get_window_width() {
return OS::get_singleton()->get_video_mode().width;
}
int ContextGL_Windows::get_window_height() {
return OS::get_singleton()->get_video_mode().height;
}
bool ContextGL_Windows::should_vsync_via_compositor() {
if (OS::get_singleton()->is_window_fullscreen() || !OS::get_singleton()->is_vsync_via_compositor_enabled()) {
return false;
}
// Note: All Windows versions supported by Godot have a compositor.
// It can be disabled on earlier Windows versions.
BOOL dwm_enabled;
if (SUCCEEDED(DwmIsCompositionEnabled(&dwm_enabled))) {
return dwm_enabled;
}
return false;
}
void ContextGL_Windows::swap_buffers() {
SwapBuffers(hDC);
if (use_vsync) {
bool vsync_via_compositor_now = should_vsync_via_compositor();
if (vsync_via_compositor_now && wglGetSwapIntervalEXT() == 0) {
DwmFlush();
}
if (vsync_via_compositor_now != vsync_via_compositor) {
// The previous frame had a different operating mode than this
// frame. Set the 'vsync_via_compositor' member variable and the
// OpenGL swap interval to their proper values.
set_use_vsync(true);
}
}
}
void ContextGL_Windows::set_use_vsync(bool p_use) {
vsync_via_compositor = p_use && should_vsync_via_compositor();
if (wglSwapIntervalEXT) {
int swap_interval = (p_use && !vsync_via_compositor) ? 1 : 0;
wglSwapIntervalEXT(swap_interval);
}
use_vsync = p_use;
}
bool ContextGL_Windows::is_using_vsync() const {
return use_vsync;
}
#define _WGL_CONTEXT_DEBUG_BIT_ARB 0x0001
Error ContextGL_Windows::initialize() {
static PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1,
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER,
(BYTE)PFD_TYPE_RGBA,
(BYTE)(OS::get_singleton()->is_layered_allowed() ? 32 : 24),
(BYTE)0, (BYTE)0, (BYTE)0, (BYTE)0, (BYTE)0, (BYTE)0, // Color Bits Ignored
(BYTE)(OS::get_singleton()->is_layered_allowed() ? 8 : 0), // Alpha Buffer
(BYTE)0, // Shift Bit Ignored
(BYTE)0, // No Accumulation Buffer
(BYTE)0, (BYTE)0, (BYTE)0, (BYTE)0, // Accumulation Bits Ignored
(BYTE)24, // 24Bit Z-Buffer (Depth Buffer)
(BYTE)0, // No Stencil Buffer
(BYTE)0, // No Auxiliary Buffer
(BYTE)PFD_MAIN_PLANE, // Main Drawing Layer
(BYTE)0, // Reserved
0, 0, 0 // Layer Masks Ignored
};
hDC = GetDC(hWnd);
if (!hDC) {
return ERR_CANT_CREATE; // Return FALSE
}
pixel_format = ChoosePixelFormat(hDC, &pfd);
if (!pixel_format) // Did Windows Find A Matching Pixel Format?
{
return ERR_CANT_CREATE; // Return FALSE
}
BOOL ret = SetPixelFormat(hDC, pixel_format, &pfd);
if (!ret) // Are We Able To Set The Pixel Format?
{
return ERR_CANT_CREATE; // Return FALSE
}
hRC = wglCreateContext(hDC);
if (!hRC) // Are We Able To Get A Rendering Context?
{
return ERR_CANT_CREATE; // Return FALSE
}
wglMakeCurrent(hDC, hRC);
if (opengl_3_context) {
int attribs[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, 3, //we want a 3.3 context
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
//and it shall be forward compatible so that we can only use up to date functionality
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB /*| _WGL_CONTEXT_DEBUG_BIT_ARB*/,
0
}; //zero indicates the end of the array
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL; //pointer to the method
wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
if (wglCreateContextAttribsARB == NULL) //OpenGL 3.0 is not supported
{
wglDeleteContext(hRC);
return ERR_CANT_CREATE;
}
HGLRC new_hRC = wglCreateContextAttribsARB(hDC, 0, attribs);
if (!new_hRC) {
wglDeleteContext(hRC);
return ERR_CANT_CREATE; // Return false
}
wglMakeCurrent(hDC, NULL);
wglDeleteContext(hRC);
hRC = new_hRC;
if (!wglMakeCurrent(hDC, hRC)) // Try To Activate The Rendering Context
{
return ERR_CANT_CREATE; // Return FALSE
}
hRC_offscreen = wglCreateContextAttribsARB(hDC, 0, attribs);
}
wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT");
wglGetSwapIntervalEXT = (PFNWGLGETSWAPINTERVALEXTPROC)wglGetProcAddress("wglGetSwapIntervalEXT");
//glWrapperInit(wrapper_get_proc_address);
return OK;
}
ContextGL_Windows::ContextGL_Windows(HWND hwnd, bool p_opengl_3_context) {
opengl_3_context = p_opengl_3_context;
hWnd = hwnd;
hRC_offscreen = NULL;
use_vsync = false;
vsync_via_compositor = false;
}
ContextGL_Windows::~ContextGL_Windows() {
}
#endif