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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.
347 lines
11 KiB
C++
347 lines
11 KiB
C++
/**************************************************************************/
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/* gl_manager_windows.cpp */
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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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#include "gl_manager_windows.h"
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#if defined(WINDOWS_ENABLED) && defined(GLES3_ENABLED)
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#include <dwmapi.h>
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#include <stdio.h>
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#include <stdlib.h>
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#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
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#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092
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#define WGL_CONTEXT_FLAGS_ARB 0x2094
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#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x00000002
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#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126
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#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
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#define _WGL_CONTEXT_DEBUG_BIT_ARB 0x0001
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#if defined(__GNUC__)
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// Workaround GCC warning from -Wcast-function-type.
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#define wglGetProcAddress (void *)wglGetProcAddress
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#endif
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typedef HGLRC(APIENTRY *PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int *);
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static String format_error_message(DWORD id) {
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LPWSTR messageBuffer = nullptr;
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size_t size = FormatMessageW(FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS,
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nullptr, id, MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), (LPWSTR)&messageBuffer, 0, nullptr);
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String msg = "Error " + itos(id) + ": " + String::utf16((const char16_t *)messageBuffer, size);
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LocalFree(messageBuffer);
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return msg;
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}
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int GLManager_Windows::_find_or_create_display(GLWindow &win) {
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// find display NYI, only 1 supported so far
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if (_displays.size()) {
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return 0;
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}
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// create
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GLDisplay d_temp = {};
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_displays.push_back(d_temp);
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int new_display_id = _displays.size() - 1;
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// create context
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GLDisplay &d = _displays[new_display_id];
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Error err = _create_context(win, d);
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if (err != OK) {
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// not good
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// delete the _display?
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_displays.remove_at(new_display_id);
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return -1;
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}
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return new_display_id;
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}
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static Error _configure_pixel_format(HDC hDC) {
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static PIXELFORMATDESCRIPTOR pfd = {
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sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
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1,
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PFD_DRAW_TO_WINDOW | // Format Must Support Window
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PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
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PFD_DOUBLEBUFFER,
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(BYTE)PFD_TYPE_RGBA,
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(BYTE)(OS::get_singleton()->is_layered_allowed() ? 32 : 24),
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(BYTE)0, (BYTE)0, (BYTE)0, (BYTE)0, (BYTE)0, (BYTE)0, // Color Bits Ignored
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(BYTE)(OS::get_singleton()->is_layered_allowed() ? 8 : 0), // Alpha Buffer
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(BYTE)0, // Shift Bit Ignored
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(BYTE)0, // No Accumulation Buffer
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(BYTE)0, (BYTE)0, (BYTE)0, (BYTE)0, // Accumulation Bits Ignored
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(BYTE)24, // 24Bit Z-Buffer (Depth Buffer)
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(BYTE)0, // No Stencil Buffer
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(BYTE)0, // No Auxiliary Buffer
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(BYTE)PFD_MAIN_PLANE, // Main Drawing Layer
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(BYTE)0, // Reserved
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0, 0, 0 // Layer Masks Ignored
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};
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int pixel_format = ChoosePixelFormat(hDC, &pfd);
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if (!pixel_format) // Did Windows Find A Matching Pixel Format?
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{
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return ERR_CANT_CREATE; // Return FALSE
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}
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BOOL ret = SetPixelFormat(hDC, pixel_format, &pfd);
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if (!ret) // Are We Able To Set The Pixel Format?
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{
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return ERR_CANT_CREATE; // Return FALSE
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}
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return OK;
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}
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Error GLManager_Windows::_create_context(GLWindow &win, GLDisplay &gl_display) {
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Error err = _configure_pixel_format(win.hDC);
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if (err != OK) {
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return err;
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}
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gl_display.hRC = wglCreateContext(win.hDC);
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if (!gl_display.hRC) // Are We Able To Get A Rendering Context?
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{
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return ERR_CANT_CREATE; // Return FALSE
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}
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if (!wglMakeCurrent(win.hDC, gl_display.hRC)) {
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ERR_PRINT("Could not attach OpenGL context to newly created window: " + format_error_message(GetLastError()));
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}
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int attribs[] = {
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WGL_CONTEXT_MAJOR_VERSION_ARB, 3, //we want a 3.3 context
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WGL_CONTEXT_MINOR_VERSION_ARB, 3,
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//and it shall be forward compatible so that we can only use up to date functionality
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WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
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WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB /*| _WGL_CONTEXT_DEBUG_BIT_ARB*/,
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0
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}; //zero indicates the end of the array
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PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = nullptr; //pointer to the method
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wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
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if (wglCreateContextAttribsARB == nullptr) //OpenGL 3.0 is not supported
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{
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wglDeleteContext(gl_display.hRC);
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gl_display.hRC = 0;
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return ERR_CANT_CREATE;
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}
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HGLRC new_hRC = wglCreateContextAttribsARB(win.hDC, 0, attribs);
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if (!new_hRC) {
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wglDeleteContext(gl_display.hRC);
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gl_display.hRC = 0;
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return ERR_CANT_CREATE;
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}
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if (!wglMakeCurrent(win.hDC, nullptr)) {
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ERR_PRINT("Could not detach OpenGL context from newly created window: " + format_error_message(GetLastError()));
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}
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wglDeleteContext(gl_display.hRC);
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gl_display.hRC = new_hRC;
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if (!wglMakeCurrent(win.hDC, gl_display.hRC)) // Try To Activate The Rendering Context
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{
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ERR_PRINT("Could not attach OpenGL context to newly created window with replaced OpenGL context: " + format_error_message(GetLastError()));
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wglDeleteContext(gl_display.hRC);
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gl_display.hRC = 0;
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return ERR_CANT_CREATE;
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}
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if (!wglSwapIntervalEXT) {
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wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT");
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}
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return OK;
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}
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Error GLManager_Windows::window_create(DisplayServer::WindowID p_window_id, HWND p_hwnd, HINSTANCE p_hinstance, int p_width, int p_height) {
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HDC hDC = GetDC(p_hwnd);
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if (!hDC) {
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return ERR_CANT_CREATE;
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}
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// configure the HDC to use a compatible pixel format
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Error result = _configure_pixel_format(hDC);
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if (result != OK) {
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return result;
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}
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GLWindow win;
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win.width = p_width;
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win.height = p_height;
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win.hwnd = p_hwnd;
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win.hDC = hDC;
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win.gldisplay_id = _find_or_create_display(win);
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if (win.gldisplay_id == -1) {
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return FAILED;
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}
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// WARNING: p_window_id is an eternally growing integer since popup windows keep coming and going
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// and each of them has a higher id than the previous, so it must be used in a map not a vector
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_windows[p_window_id] = win;
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// make current
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window_make_current(p_window_id);
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return OK;
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}
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void GLManager_Windows::_internal_set_current_window(GLWindow *p_win) {
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_current_window = p_win;
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}
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void GLManager_Windows::window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height) {
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get_window(p_window_id).width = p_width;
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get_window(p_window_id).height = p_height;
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}
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int GLManager_Windows::window_get_width(DisplayServer::WindowID p_window_id) {
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return get_window(p_window_id).width;
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}
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int GLManager_Windows::window_get_height(DisplayServer::WindowID p_window_id) {
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return get_window(p_window_id).height;
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}
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void GLManager_Windows::window_destroy(DisplayServer::WindowID p_window_id) {
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GLWindow &win = get_window(p_window_id);
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if (_current_window == &win) {
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_current_window = nullptr;
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}
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_windows.erase(p_window_id);
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}
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void GLManager_Windows::release_current() {
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if (!_current_window) {
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return;
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}
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if (!wglMakeCurrent(_current_window->hDC, nullptr)) {
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ERR_PRINT("Could not detach OpenGL context from window marked current: " + format_error_message(GetLastError()));
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}
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}
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void GLManager_Windows::window_make_current(DisplayServer::WindowID p_window_id) {
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if (p_window_id == -1) {
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return;
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}
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// crash if our data structures are out of sync, i.e. not found
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GLWindow &win = _windows[p_window_id];
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// noop
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if (&win == _current_window) {
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return;
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}
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const GLDisplay &disp = get_display(win.gldisplay_id);
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if (!wglMakeCurrent(win.hDC, disp.hRC)) {
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ERR_PRINT("Could not switch OpenGL context to other window: " + format_error_message(GetLastError()));
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}
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_internal_set_current_window(&win);
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}
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void GLManager_Windows::make_current() {
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if (!_current_window) {
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return;
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}
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const GLDisplay &disp = get_current_display();
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if (!wglMakeCurrent(_current_window->hDC, disp.hRC)) {
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ERR_PRINT("Could not switch OpenGL context to window marked current: " + format_error_message(GetLastError()));
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}
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}
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void GLManager_Windows::swap_buffers() {
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SwapBuffers(_current_window->hDC);
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}
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Error GLManager_Windows::initialize() {
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return OK;
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}
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void GLManager_Windows::set_use_vsync(DisplayServer::WindowID p_window_id, bool p_use) {
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GLWindow &win = get_window(p_window_id);
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GLWindow *current = _current_window;
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if (&win != _current_window) {
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window_make_current(p_window_id);
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}
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if (wglSwapIntervalEXT) {
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win.use_vsync = p_use;
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wglSwapIntervalEXT(p_use ? 1 : 0);
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}
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if (current != _current_window) {
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_current_window = current;
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make_current();
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}
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}
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bool GLManager_Windows::is_using_vsync(DisplayServer::WindowID p_window_id) const {
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return get_window(p_window_id).use_vsync;
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}
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HDC GLManager_Windows::get_hdc(DisplayServer::WindowID p_window_id) {
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return get_window(p_window_id).hDC;
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}
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HGLRC GLManager_Windows::get_hglrc(DisplayServer::WindowID p_window_id) {
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const GLWindow &win = get_window(p_window_id);
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const GLDisplay &disp = get_display(win.gldisplay_id);
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return disp.hRC;
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}
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GLManager_Windows::GLManager_Windows(ContextType p_context_type) {
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context_type = p_context_type;
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direct_render = false;
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glx_minor = glx_major = 0;
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_current_window = nullptr;
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}
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GLManager_Windows::~GLManager_Windows() {
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release_current();
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}
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#endif // WINDOWS_ENABLED && GLES3_ENABLED
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