virtualx-engine/platform/windows/context_gl_windows.cpp
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00

220 lines
7.5 KiB
C++

/*************************************************************************/
/* context_gl_windows.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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, nullptr);
}
void ContextGL_Windows::make_current() {
wglMakeCurrent(hDC, 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 = nullptr; //pointer to the method
wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
if (wglCreateContextAttribsARB == nullptr) //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, nullptr);
wglDeleteContext(hRC);
hRC = new_hRC;
if (!wglMakeCurrent(hDC, hRC)) // Try To Activate The Rendering Context
{
return ERR_CANT_CREATE; // Return FALSE
}
}
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;
use_vsync = false;
vsync_via_compositor = false;
pixel_format = 0;
}
ContextGL_Windows::~ContextGL_Windows() {
}
#endif