godot/platform/windows/gl_manager_windows.cpp
Rémi Verschelde 9e4315bb50
Style: Harmonize header includes in platform ports
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module should be included with relative
paths (relative to the root folder of the modular component, e.g.
`platform/linuxbsd/`), in their own section before Godot's "core" includes.

The `api` and `export` subfolders also need to be handled as self-contained
(and thus use relative paths for their "local" includes) as they are all
compiled for each editor platform, without necessarily having the api/export
matching platform folder in the include path.
E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp`
and those need to use relative includes for it to work.
2023-06-08 15:19:19 +02:00

347 lines
11 KiB
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/**************************************************************************/
/* gl_manager_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. */
/**************************************************************************/
#include "gl_manager_windows.h"
#if defined(WINDOWS_ENABLED) && defined(GLES3_ENABLED)
#include <dwmapi.h>
#include <stdio.h>
#include <stdlib.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
#define _WGL_CONTEXT_DEBUG_BIT_ARB 0x0001
#if defined(__GNUC__)
// Workaround GCC warning from -Wcast-function-type.
#define wglGetProcAddress (void *)wglGetProcAddress
#endif
typedef HGLRC(APIENTRY *PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int *);
static String format_error_message(DWORD id) {
LPWSTR messageBuffer = nullptr;
size_t size = FormatMessageW(FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS,
nullptr, id, MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), (LPWSTR)&messageBuffer, 0, nullptr);
String msg = "Error " + itos(id) + ": " + String::utf16((const char16_t *)messageBuffer, size);
LocalFree(messageBuffer);
return msg;
}
int GLManager_Windows::_find_or_create_display(GLWindow &win) {
// find display NYI, only 1 supported so far
if (_displays.size()) {
return 0;
}
// create
GLDisplay d_temp = {};
_displays.push_back(d_temp);
int new_display_id = _displays.size() - 1;
// create context
GLDisplay &d = _displays[new_display_id];
Error err = _create_context(win, d);
if (err != OK) {
// not good
// delete the _display?
_displays.remove_at(new_display_id);
return -1;
}
return new_display_id;
}
static Error _configure_pixel_format(HDC hDC) {
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
};
int 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
}
return OK;
}
Error GLManager_Windows::_create_context(GLWindow &win, GLDisplay &gl_display) {
Error err = _configure_pixel_format(win.hDC);
if (err != OK) {
return err;
}
gl_display.hRC = wglCreateContext(win.hDC);
if (!gl_display.hRC) // Are We Able To Get A Rendering Context?
{
return ERR_CANT_CREATE; // Return FALSE
}
if (!wglMakeCurrent(win.hDC, gl_display.hRC)) {
ERR_PRINT("Could not attach OpenGL context to newly created window: " + format_error_message(GetLastError()));
}
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(gl_display.hRC);
gl_display.hRC = 0;
return ERR_CANT_CREATE;
}
HGLRC new_hRC = wglCreateContextAttribsARB(win.hDC, 0, attribs);
if (!new_hRC) {
wglDeleteContext(gl_display.hRC);
gl_display.hRC = 0;
return ERR_CANT_CREATE;
}
if (!wglMakeCurrent(win.hDC, nullptr)) {
ERR_PRINT("Could not detach OpenGL context from newly created window: " + format_error_message(GetLastError()));
}
wglDeleteContext(gl_display.hRC);
gl_display.hRC = new_hRC;
if (!wglMakeCurrent(win.hDC, gl_display.hRC)) // Try To Activate The Rendering Context
{
ERR_PRINT("Could not attach OpenGL context to newly created window with replaced OpenGL context: " + format_error_message(GetLastError()));
wglDeleteContext(gl_display.hRC);
gl_display.hRC = 0;
return ERR_CANT_CREATE;
}
if (!wglSwapIntervalEXT) {
wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT");
}
return OK;
}
Error GLManager_Windows::window_create(DisplayServer::WindowID p_window_id, HWND p_hwnd, HINSTANCE p_hinstance, int p_width, int p_height) {
HDC hDC = GetDC(p_hwnd);
if (!hDC) {
return ERR_CANT_CREATE;
}
// configure the HDC to use a compatible pixel format
Error result = _configure_pixel_format(hDC);
if (result != OK) {
return result;
}
GLWindow win;
win.width = p_width;
win.height = p_height;
win.hwnd = p_hwnd;
win.hDC = hDC;
win.gldisplay_id = _find_or_create_display(win);
if (win.gldisplay_id == -1) {
return FAILED;
}
// WARNING: p_window_id is an eternally growing integer since popup windows keep coming and going
// and each of them has a higher id than the previous, so it must be used in a map not a vector
_windows[p_window_id] = win;
// make current
window_make_current(p_window_id);
return OK;
}
void GLManager_Windows::_internal_set_current_window(GLWindow *p_win) {
_current_window = p_win;
}
void GLManager_Windows::window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height) {
get_window(p_window_id).width = p_width;
get_window(p_window_id).height = p_height;
}
int GLManager_Windows::window_get_width(DisplayServer::WindowID p_window_id) {
return get_window(p_window_id).width;
}
int GLManager_Windows::window_get_height(DisplayServer::WindowID p_window_id) {
return get_window(p_window_id).height;
}
void GLManager_Windows::window_destroy(DisplayServer::WindowID p_window_id) {
GLWindow &win = get_window(p_window_id);
if (_current_window == &win) {
_current_window = nullptr;
}
_windows.erase(p_window_id);
}
void GLManager_Windows::release_current() {
if (!_current_window) {
return;
}
if (!wglMakeCurrent(_current_window->hDC, nullptr)) {
ERR_PRINT("Could not detach OpenGL context from window marked current: " + format_error_message(GetLastError()));
}
}
void GLManager_Windows::window_make_current(DisplayServer::WindowID p_window_id) {
if (p_window_id == -1) {
return;
}
// crash if our data structures are out of sync, i.e. not found
GLWindow &win = _windows[p_window_id];
// noop
if (&win == _current_window) {
return;
}
const GLDisplay &disp = get_display(win.gldisplay_id);
if (!wglMakeCurrent(win.hDC, disp.hRC)) {
ERR_PRINT("Could not switch OpenGL context to other window: " + format_error_message(GetLastError()));
}
_internal_set_current_window(&win);
}
void GLManager_Windows::make_current() {
if (!_current_window) {
return;
}
const GLDisplay &disp = get_current_display();
if (!wglMakeCurrent(_current_window->hDC, disp.hRC)) {
ERR_PRINT("Could not switch OpenGL context to window marked current: " + format_error_message(GetLastError()));
}
}
void GLManager_Windows::swap_buffers() {
SwapBuffers(_current_window->hDC);
}
Error GLManager_Windows::initialize() {
return OK;
}
void GLManager_Windows::set_use_vsync(DisplayServer::WindowID p_window_id, bool p_use) {
GLWindow &win = get_window(p_window_id);
GLWindow *current = _current_window;
if (&win != _current_window) {
window_make_current(p_window_id);
}
if (wglSwapIntervalEXT) {
win.use_vsync = p_use;
wglSwapIntervalEXT(p_use ? 1 : 0);
}
if (current != _current_window) {
_current_window = current;
make_current();
}
}
bool GLManager_Windows::is_using_vsync(DisplayServer::WindowID p_window_id) const {
return get_window(p_window_id).use_vsync;
}
HDC GLManager_Windows::get_hdc(DisplayServer::WindowID p_window_id) {
return get_window(p_window_id).hDC;
}
HGLRC GLManager_Windows::get_hglrc(DisplayServer::WindowID p_window_id) {
const GLWindow &win = get_window(p_window_id);
const GLDisplay &disp = get_display(win.gldisplay_id);
return disp.hRC;
}
GLManager_Windows::GLManager_Windows(ContextType p_context_type) {
context_type = p_context_type;
direct_render = false;
glx_minor = glx_major = 0;
_current_window = nullptr;
}
GLManager_Windows::~GLManager_Windows() {
release_current();
}
#endif // WINDOWS_ENABLED && GLES3_ENABLED