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40613221a4
Also fix VS2017 compilation problems.
206 lines
7.2 KiB
C++
206 lines
7.2 KiB
C++
/*************************************************************************/
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/* gl_context_egl.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 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 "gl_context_egl.h"
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#include "EGL/eglext.h"
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using namespace Platform;
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void ContextEGL::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::make_current() {
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eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext);
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};
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int ContextEGL::get_window_width() {
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return width;
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};
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int ContextEGL::get_window_height() {
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return height;
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};
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void ContextEGL::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::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::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 = 0;
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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[] = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE, EGL_NONE };
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try {
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const EGLint displayAttributes[] =
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{
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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, 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, 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, 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, NULL, 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::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::ContextEGL(CoreWindow ^ p_window)
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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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window = p_window;
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};
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ContextEGL::~ContextEGL() {
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cleanup();
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};
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