virtualx-engine/platform/linuxbsd/x11/gl_manager_x11.h
Pedro J. Estébanez c28f5901c7 Polish interaction between windowing, input and rendering
- Adapt GL make/release API to the current architecture.
- Fix DisplayServer being locked while dispatching input (prevent deadlocks).
2024-04-10 18:47:42 +02:00

138 lines
4.9 KiB
C++

/**************************************************************************/
/* gl_manager_x11.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* 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 */
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/* "Software"), to deal in the Software without restriction, including */
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/* the following conditions: */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/**************************************************************************/
#ifndef GL_MANAGER_X11_H
#define GL_MANAGER_X11_H
#if defined(X11_ENABLED) && defined(GLES3_ENABLED)
#include "core/os/os.h"
#include "core/templates/local_vector.h"
#include "servers/display_server.h"
#ifdef SOWRAP_ENABLED
#include "dynwrappers/xlib-so_wrap.h"
#include "dynwrappers/xext-so_wrap.h"
#include "dynwrappers/xrender-so_wrap.h"
#else
#include <X11/XKBlib.h>
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/extensions/Xext.h>
#include <X11/extensions/Xrender.h>
#include <X11/extensions/shape.h>
#endif
struct GLManager_X11_Private;
class GLManager_X11 {
public:
enum ContextType {
GLES_3_0_COMPATIBLE,
};
private:
// any data specific to the window
struct GLWindow {
bool in_use = false;
// the external ID .. should match the GL window number .. unused I think
DisplayServer::WindowID window_id = DisplayServer::INVALID_WINDOW_ID;
int width = 0;
int height = 0;
::Window x11_window;
int gldisplay_id = 0;
};
struct GLDisplay {
GLDisplay() {}
~GLDisplay();
GLManager_X11_Private *context = nullptr;
::Display *x11_display = nullptr;
XVisualInfo x_vi = {};
};
// just for convenience, window and display struct
struct XWinDisp {
::Window x11_window;
::Display *x11_display = nullptr;
} _x_windisp;
LocalVector<GLWindow> _windows;
LocalVector<GLDisplay> _displays;
GLWindow *_current_window = nullptr;
void _internal_set_current_window(GLWindow *p_win);
GLWindow &get_window(unsigned int id) { return _windows[id]; }
const GLWindow &get_window(unsigned int id) const { return _windows[id]; }
const GLDisplay &get_current_display() const { return _displays[_current_window->gldisplay_id]; }
const GLDisplay &get_display(unsigned int id) { return _displays[id]; }
bool double_buffer;
bool direct_render;
int glx_minor, glx_major;
bool use_vsync;
ContextType context_type;
private:
int _find_or_create_display(Display *p_x11_display);
Error _create_context(GLDisplay &gl_display);
public:
XVisualInfo get_vi(Display *p_display, Error &r_error);
Error window_create(DisplayServer::WindowID p_window_id, ::Window p_window, Display *p_display, int p_width, int p_height);
void window_destroy(DisplayServer::WindowID p_window_id);
void window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height);
void release_current();
void swap_buffers();
void window_make_current(DisplayServer::WindowID p_window_id);
Error initialize(Display *p_display);
void set_use_vsync(bool p_use);
bool is_using_vsync() const;
void *get_glx_context(DisplayServer::WindowID p_window_id);
Error open_display(Display *p_display);
GLManager_X11(const Vector2i &p_size, ContextType p_context_type);
~GLManager_X11();
};
#endif // X11_ENABLED && GLES3_ENABLED
#endif // GL_MANAGER_X11_H