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b8edc64379
G-SYNC (NVIDIA's VRR) is known to be buggy on windowed mode in Windows. While the driver only enables G-SYNC for full screen mode by default, users can toggle it on for windowed mode too, resulting in unstable refresh rates during Editor usage. This patch extends Godot's NVIDIA profile to force the default full screen mode only G-SYNC with Godot.
110 lines
4.3 KiB
C++
110 lines
4.3 KiB
C++
/**************************************************************************/
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/* gl_manager_windows_native.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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_NATIVE_H
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#define GL_MANAGER_WINDOWS_NATIVE_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 GLManagerNative_Windows {
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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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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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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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private:
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void _nvapi_setup_profile();
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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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void release_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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GLManagerNative_Windows();
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~GLManagerNative_Windows();
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};
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#endif // WINDOWS_ENABLED && GLES3_ENABLED
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#endif // GL_MANAGER_WINDOWS_NATIVE_H
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