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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 🎆
213 lines
7.5 KiB
C++
213 lines
7.5 KiB
C++
/*************************************************************************/
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/* context_egl_uwp.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#include "context_egl_uwp.h"
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#include "EGL/eglext.h"
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using Platform::Exception;
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void ContextEGL_UWP::release_current() {
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eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, mEglContext);
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};
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void ContextEGL_UWP::make_current() {
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eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext);
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};
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int ContextEGL_UWP::get_window_width() {
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return width;
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};
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int ContextEGL_UWP::get_window_height() {
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return height;
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};
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void ContextEGL_UWP::reset() {
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cleanup();
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window = CoreWindow::GetForCurrentThread();
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initialize();
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};
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void ContextEGL_UWP::swap_buffers() {
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if (eglSwapBuffers(mEglDisplay, mEglSurface) != EGL_TRUE) {
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cleanup();
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window = CoreWindow::GetForCurrentThread();
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initialize();
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// tell rasterizer to reload textures and stuff?
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}
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};
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Error ContextEGL_UWP::initialize() {
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EGLint configAttribList[] = {
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EGL_RED_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_BLUE_SIZE, 8,
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EGL_ALPHA_SIZE, 8,
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EGL_DEPTH_SIZE, 8,
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EGL_STENCIL_SIZE, 8,
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EGL_SAMPLE_BUFFERS, 0,
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EGL_NONE
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};
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EGLint surfaceAttribList[] = {
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EGL_NONE, EGL_NONE
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};
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EGLint numConfigs = 0;
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EGLint majorVersion = 1;
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EGLint minorVersion;
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if (driver == GLES_2_0) {
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minorVersion = 0;
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} else {
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minorVersion = 5;
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}
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EGLDisplay display = EGL_NO_DISPLAY;
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EGLContext context = EGL_NO_CONTEXT;
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EGLSurface surface = EGL_NO_SURFACE;
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EGLConfig config = nullptr;
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EGLint contextAttribs[3];
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if (driver == GLES_2_0) {
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contextAttribs[0] = EGL_CONTEXT_CLIENT_VERSION;
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contextAttribs[1] = 2;
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contextAttribs[2] = EGL_NONE;
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} else {
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contextAttribs[0] = EGL_CONTEXT_CLIENT_VERSION;
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contextAttribs[1] = 3;
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contextAttribs[2] = EGL_NONE;
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}
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try {
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const EGLint displayAttributes[] = {
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/*EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
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EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9,
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EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3,
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EGL_NONE,*/
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// These are the default display attributes, used to request ANGLE's D3D11 renderer.
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// eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+.
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EGL_PLATFORM_ANGLE_TYPE_ANGLE,
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EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
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// EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices.
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// Its syntax is subject to change, though. Please update your Visual Studio templates if you experience compilation issues with it.
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EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER,
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EGL_TRUE,
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// EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is an option that enables ANGLE to automatically call
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// the IDXGIDevice3::Trim method on behalf of the application when it gets suspended.
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// Calling IDXGIDevice3::Trim when an application is suspended is a Windows Store application certification requirement.
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EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE,
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EGL_TRUE,
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EGL_NONE,
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};
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PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = reinterpret_cast<PFNEGLGETPLATFORMDISPLAYEXTPROC>(eglGetProcAddress("eglGetPlatformDisplayEXT"));
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if (!eglGetPlatformDisplayEXT) {
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throw Exception::CreateException(E_FAIL, L"Failed to get function eglGetPlatformDisplayEXT");
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}
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display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, displayAttributes);
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if (display == EGL_NO_DISPLAY) {
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throw Exception::CreateException(E_FAIL, L"Failed to get default EGL display");
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}
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if (eglInitialize(display, &majorVersion, &minorVersion) == EGL_FALSE) {
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throw Exception::CreateException(E_FAIL, L"Failed to initialize EGL");
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}
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if (eglGetConfigs(display, nullptr, 0, &numConfigs) == EGL_FALSE) {
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throw Exception::CreateException(E_FAIL, L"Failed to get EGLConfig count");
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}
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if (eglChooseConfig(display, configAttribList, &config, 1, &numConfigs) == EGL_FALSE) {
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throw Exception::CreateException(E_FAIL, L"Failed to choose first EGLConfig count");
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}
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surface = eglCreateWindowSurface(display, config, reinterpret_cast<IInspectable *>(window), surfaceAttribList);
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if (surface == EGL_NO_SURFACE) {
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throw Exception::CreateException(E_FAIL, L"Failed to create EGL fullscreen surface");
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}
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context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
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if (context == EGL_NO_CONTEXT) {
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throw Exception::CreateException(E_FAIL, L"Failed to create EGL context");
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}
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if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) {
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throw Exception::CreateException(E_FAIL, L"Failed to make fullscreen EGLSurface current");
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}
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} catch (...) {
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return FAILED;
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};
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mEglDisplay = display;
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mEglSurface = surface;
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mEglContext = context;
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eglQuerySurface(display, surface, EGL_WIDTH, &width);
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eglQuerySurface(display, surface, EGL_HEIGHT, &height);
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return OK;
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};
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void ContextEGL_UWP::cleanup() {
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if (mEglDisplay != EGL_NO_DISPLAY && mEglSurface != EGL_NO_SURFACE) {
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eglDestroySurface(mEglDisplay, mEglSurface);
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mEglSurface = EGL_NO_SURFACE;
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}
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if (mEglDisplay != EGL_NO_DISPLAY && mEglContext != EGL_NO_CONTEXT) {
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eglDestroyContext(mEglDisplay, mEglContext);
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mEglContext = EGL_NO_CONTEXT;
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}
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if (mEglDisplay != EGL_NO_DISPLAY) {
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eglTerminate(mEglDisplay);
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mEglDisplay = EGL_NO_DISPLAY;
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}
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};
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ContextEGL_UWP::ContextEGL_UWP(CoreWindow ^ p_window, Driver p_driver) :
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mEglDisplay(EGL_NO_DISPLAY),
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mEglContext(EGL_NO_CONTEXT),
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mEglSurface(EGL_NO_SURFACE),
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driver(p_driver),
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window(p_window),
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vsync(false) {}
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ContextEGL_UWP::~ContextEGL_UWP() {
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cleanup();
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};
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