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58a9cfee80
Add vsync to Windows platform
126 lines
4.7 KiB
C++
126 lines
4.7 KiB
C++
/*************************************************************************/
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/* gl_manager_windows.h */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#ifndef GL_MANAGER_WINDOWS_H
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#define GL_MANAGER_WINDOWS_H
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#if defined(WINDOWS_ENABLED) && defined(GLES3_ENABLED)
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#include "core/error/error_list.h"
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#include "core/os/os.h"
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#include "core/templates/local_vector.h"
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#include "servers/display_server.h"
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#include <windows.h>
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typedef bool(APIENTRY *PFNWGLSWAPINTERVALEXTPROC)(int interval);
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typedef int(APIENTRY *PFNWGLGETSWAPINTERVALEXTPROC)(void);
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class GLManager_Windows {
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public:
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enum ContextType {
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GLES_3_0_COMPATIBLE,
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};
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private:
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// any data specific to the window
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struct GLWindow {
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int width = 0;
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int height = 0;
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bool use_vsync = false;
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// windows specific
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HDC hDC;
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HWND hwnd;
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int gldisplay_id = 0;
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};
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struct GLDisplay {
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// windows specific
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HGLRC hRC;
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};
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RBMap<DisplayServer::WindowID, GLWindow> _windows;
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LocalVector<GLDisplay> _displays;
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GLWindow *_current_window = nullptr;
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PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT = nullptr;
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PFNWGLGETSWAPINTERVALEXTPROC wglGetSwapIntervalEXT = nullptr;
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// funcs
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void _internal_set_current_window(GLWindow *p_win);
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GLWindow &get_window(unsigned int id) { return _windows[id]; }
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const GLWindow &get_window(unsigned int id) const { return _windows[id]; }
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const GLDisplay &get_current_display() const { return _displays[_current_window->gldisplay_id]; }
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const GLDisplay &get_display(unsigned int id) { return _displays[id]; }
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bool direct_render;
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int glx_minor, glx_major;
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ContextType context_type;
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private:
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int _find_or_create_display(GLWindow &win);
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Error _create_context(GLWindow &win, GLDisplay &gl_display);
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public:
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Error window_create(DisplayServer::WindowID p_window_id, HWND p_hwnd, HINSTANCE p_hinstance, int p_width, int p_height);
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void window_destroy(DisplayServer::WindowID p_window_id);
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void window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height);
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// get directly from the cached GLWindow
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int window_get_width(DisplayServer::WindowID p_window_id = 0);
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int window_get_height(DisplayServer::WindowID p_window_id = 0);
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void release_current();
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void make_current();
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void swap_buffers();
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void window_make_current(DisplayServer::WindowID p_window_id);
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Error initialize();
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void set_use_vsync(DisplayServer::WindowID p_window_id, bool p_use);
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bool is_using_vsync(DisplayServer::WindowID p_window_id) const;
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HDC get_hdc(DisplayServer::WindowID p_window_id);
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HGLRC get_hglrc(DisplayServer::WindowID p_window_id);
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GLManager_Windows(ContextType p_context_type);
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~GLManager_Windows();
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};
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#endif // defined(WINDOWS_ENABLED) && defined(GLES3_ENABLED)
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#endif // GL_MANAGER_WINDOWS_H
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