0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
219 lines
7.4 KiB
C++
219 lines
7.4 KiB
C++
/*************************************************************************/
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/* context_gl_windows.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#if defined(OPENGL_ENABLED) || defined(GLES_ENABLED)
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// Author: Juan Linietsky <reduzio@gmail.com>, (C) 2008
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#include "context_gl_windows.h"
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#include <dwmapi.h>
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#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
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#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092
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#define WGL_CONTEXT_FLAGS_ARB 0x2094
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#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x00000002
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#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126
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#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
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#if defined(__GNUC__)
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// Workaround GCC warning from -Wcast-function-type.
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#define wglGetProcAddress (void *)wglGetProcAddress
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#endif
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typedef HGLRC(APIENTRY *PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int *);
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void ContextGL_Windows::release_current() {
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wglMakeCurrent(hDC, nullptr);
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}
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void ContextGL_Windows::make_current() {
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wglMakeCurrent(hDC, hRC);
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}
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int ContextGL_Windows::get_window_width() {
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return OS::get_singleton()->get_video_mode().width;
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}
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int ContextGL_Windows::get_window_height() {
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return OS::get_singleton()->get_video_mode().height;
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}
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bool ContextGL_Windows::should_vsync_via_compositor() {
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if (OS::get_singleton()->is_window_fullscreen() || !OS::get_singleton()->is_vsync_via_compositor_enabled()) {
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return false;
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}
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// Note: All Windows versions supported by Godot have a compositor.
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// It can be disabled on earlier Windows versions.
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BOOL dwm_enabled;
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if (SUCCEEDED(DwmIsCompositionEnabled(&dwm_enabled))) {
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return dwm_enabled;
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}
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return false;
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}
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void ContextGL_Windows::swap_buffers() {
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SwapBuffers(hDC);
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if (use_vsync) {
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bool vsync_via_compositor_now = should_vsync_via_compositor();
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if (vsync_via_compositor_now && wglGetSwapIntervalEXT() == 0) {
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DwmFlush();
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}
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if (vsync_via_compositor_now != vsync_via_compositor) {
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// The previous frame had a different operating mode than this
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// frame. Set the 'vsync_via_compositor' member variable and the
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// OpenGL swap interval to their proper values.
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set_use_vsync(true);
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}
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}
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}
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void ContextGL_Windows::set_use_vsync(bool p_use) {
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vsync_via_compositor = p_use && should_vsync_via_compositor();
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if (wglSwapIntervalEXT) {
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int swap_interval = (p_use && !vsync_via_compositor) ? 1 : 0;
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wglSwapIntervalEXT(swap_interval);
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}
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use_vsync = p_use;
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}
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bool ContextGL_Windows::is_using_vsync() const {
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return use_vsync;
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}
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#define _WGL_CONTEXT_DEBUG_BIT_ARB 0x0001
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Error ContextGL_Windows::initialize() {
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static PIXELFORMATDESCRIPTOR pfd = {
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sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
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1,
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PFD_DRAW_TO_WINDOW | // Format Must Support Window
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PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
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PFD_DOUBLEBUFFER,
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(BYTE)PFD_TYPE_RGBA,
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(BYTE)(OS::get_singleton()->is_layered_allowed() ? 32 : 24),
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(BYTE)0, (BYTE)0, (BYTE)0, (BYTE)0, (BYTE)0, (BYTE)0, // Color Bits Ignored
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(BYTE)(OS::get_singleton()->is_layered_allowed() ? 8 : 0), // Alpha Buffer
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(BYTE)0, // Shift Bit Ignored
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(BYTE)0, // No Accumulation Buffer
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(BYTE)0, (BYTE)0, (BYTE)0, (BYTE)0, // Accumulation Bits Ignored
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(BYTE)24, // 24Bit Z-Buffer (Depth Buffer)
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(BYTE)0, // No Stencil Buffer
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(BYTE)0, // No Auxiliary Buffer
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(BYTE)PFD_MAIN_PLANE, // Main Drawing Layer
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(BYTE)0, // Reserved
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0, 0, 0 // Layer Masks Ignored
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};
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hDC = GetDC(hWnd);
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if (!hDC) {
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return ERR_CANT_CREATE; // Return FALSE
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}
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pixel_format = ChoosePixelFormat(hDC, &pfd);
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if (!pixel_format) // Did Windows Find A Matching Pixel Format?
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{
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return ERR_CANT_CREATE; // Return FALSE
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}
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BOOL ret = SetPixelFormat(hDC, pixel_format, &pfd);
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if (!ret) // Are We Able To Set The Pixel Format?
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{
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return ERR_CANT_CREATE; // Return FALSE
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}
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hRC = wglCreateContext(hDC);
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if (!hRC) // Are We Able To Get A Rendering Context?
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{
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return ERR_CANT_CREATE; // Return FALSE
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}
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wglMakeCurrent(hDC, hRC);
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if (opengl_3_context) {
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int attribs[] = {
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WGL_CONTEXT_MAJOR_VERSION_ARB, 3, //we want a 3.3 context
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WGL_CONTEXT_MINOR_VERSION_ARB, 3,
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//and it shall be forward compatible so that we can only use up to date functionality
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WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
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WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB /*| _WGL_CONTEXT_DEBUG_BIT_ARB*/,
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0
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}; //zero indicates the end of the array
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PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = nullptr; //pointer to the method
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wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
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if (wglCreateContextAttribsARB == nullptr) //OpenGL 3.0 is not supported
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{
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wglDeleteContext(hRC);
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return ERR_CANT_CREATE;
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}
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HGLRC new_hRC = wglCreateContextAttribsARB(hDC, 0, attribs);
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if (!new_hRC) {
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wglDeleteContext(hRC);
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return ERR_CANT_CREATE; // Return false
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}
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wglMakeCurrent(hDC, nullptr);
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wglDeleteContext(hRC);
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hRC = new_hRC;
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if (!wglMakeCurrent(hDC, hRC)) // Try To Activate The Rendering Context
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{
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return ERR_CANT_CREATE; // Return FALSE
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}
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}
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wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT");
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wglGetSwapIntervalEXT = (PFNWGLGETSWAPINTERVALEXTPROC)wglGetProcAddress("wglGetSwapIntervalEXT");
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//glWrapperInit(wrapper_get_proc_address);
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return OK;
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}
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ContextGL_Windows::ContextGL_Windows(HWND hwnd, bool p_opengl_3_context) {
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opengl_3_context = p_opengl_3_context;
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hWnd = hwnd;
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use_vsync = false;
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vsync_via_compositor = false;
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}
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ContextGL_Windows::~ContextGL_Windows() {
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}
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#endif
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