godot/platform/uwp/context_egl_uwp.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

213 lines
7.5 KiB
C++

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