/*************************************************************************/ /* context_gl_windows.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #if defined(OPENGL_ENABLED) || defined(GLES_ENABLED) // Author: Juan Linietsky , (C) 2008 #include "context_gl_windows.h" #include #define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091 #define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092 #define WGL_CONTEXT_FLAGS_ARB 0x2094 #define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x00000002 #define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126 #define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001 #if defined(__GNUC__) // Workaround GCC warning from -Wcast-function-type. #define wglGetProcAddress (void *)wglGetProcAddress #endif typedef HGLRC(APIENTRY *PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int *); void ContextGL_Windows::release_current() { wglMakeCurrent(hDC, NULL); } void ContextGL_Windows::make_current() { wglMakeCurrent(hDC, hRC); } bool ContextGL_Windows::is_offscreen_available() const { return hRC_offscreen != NULL; } void ContextGL_Windows::make_offscreen_current() { ERR_FAIL_COND(!wglMakeCurrent(hDC, hRC_offscreen)); } void ContextGL_Windows::release_offscreen_current() { ERR_FAIL_COND(!wglMakeCurrent(hDC, NULL)); } HDC ContextGL_Windows::get_hdc() { return hDC; } HGLRC ContextGL_Windows::get_hglrc() { return hRC; } int ContextGL_Windows::get_window_width() { return OS::get_singleton()->get_video_mode().width; } int ContextGL_Windows::get_window_height() { return OS::get_singleton()->get_video_mode().height; } bool ContextGL_Windows::should_vsync_via_compositor() { if (OS::get_singleton()->is_window_fullscreen() || !OS::get_singleton()->is_vsync_via_compositor_enabled()) { return false; } // Note: All Windows versions supported by Godot have a compositor. // It can be disabled on earlier Windows versions. BOOL dwm_enabled; if (SUCCEEDED(DwmIsCompositionEnabled(&dwm_enabled))) { return dwm_enabled; } return false; } void ContextGL_Windows::swap_buffers() { SwapBuffers(hDC); if (use_vsync) { bool vsync_via_compositor_now = should_vsync_via_compositor(); if (vsync_via_compositor_now && wglGetSwapIntervalEXT() == 0) { DwmFlush(); } if (vsync_via_compositor_now != vsync_via_compositor) { // The previous frame had a different operating mode than this // frame. Set the 'vsync_via_compositor' member variable and the // OpenGL swap interval to their proper values. set_use_vsync(true); } } } void ContextGL_Windows::set_use_vsync(bool p_use) { vsync_via_compositor = p_use && should_vsync_via_compositor(); if (wglSwapIntervalEXT) { int swap_interval = (p_use && !vsync_via_compositor) ? 1 : 0; wglSwapIntervalEXT(swap_interval); } use_vsync = p_use; } bool ContextGL_Windows::is_using_vsync() const { return use_vsync; } #define _WGL_CONTEXT_DEBUG_BIT_ARB 0x0001 Error ContextGL_Windows::initialize() { static PIXELFORMATDESCRIPTOR pfd = { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, (BYTE)PFD_TYPE_RGBA, (BYTE)(OS::get_singleton()->is_layered_allowed() ? 32 : 24), (BYTE)0, (BYTE)0, (BYTE)0, (BYTE)0, (BYTE)0, (BYTE)0, // Color Bits Ignored (BYTE)(OS::get_singleton()->is_layered_allowed() ? 8 : 0), // Alpha Buffer (BYTE)0, // Shift Bit Ignored (BYTE)0, // No Accumulation Buffer (BYTE)0, (BYTE)0, (BYTE)0, (BYTE)0, // Accumulation Bits Ignored (BYTE)24, // 24Bit Z-Buffer (Depth Buffer) (BYTE)0, // No Stencil Buffer (BYTE)0, // No Auxiliary Buffer (BYTE)PFD_MAIN_PLANE, // Main Drawing Layer (BYTE)0, // Reserved 0, 0, 0 // Layer Masks Ignored }; hDC = GetDC(hWnd); if (!hDC) { return ERR_CANT_CREATE; // Return FALSE } pixel_format = ChoosePixelFormat(hDC, &pfd); if (!pixel_format) // Did Windows Find A Matching Pixel Format? { return ERR_CANT_CREATE; // Return FALSE } BOOL ret = SetPixelFormat(hDC, pixel_format, &pfd); if (!ret) // Are We Able To Set The Pixel Format? { return ERR_CANT_CREATE; // Return FALSE } hRC = wglCreateContext(hDC); if (!hRC) // Are We Able To Get A Rendering Context? { return ERR_CANT_CREATE; // Return FALSE } wglMakeCurrent(hDC, hRC); if (opengl_3_context) { int attribs[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, 3, //we want a 3.3 context WGL_CONTEXT_MINOR_VERSION_ARB, 3, //and it shall be forward compatible so that we can only use up to date functionality WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB, WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB /*| _WGL_CONTEXT_DEBUG_BIT_ARB*/, 0 }; //zero indicates the end of the array PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL; //pointer to the method wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB"); if (wglCreateContextAttribsARB == NULL) //OpenGL 3.0 is not supported { wglDeleteContext(hRC); return ERR_CANT_CREATE; } HGLRC new_hRC = wglCreateContextAttribsARB(hDC, 0, attribs); if (!new_hRC) { wglDeleteContext(hRC); return ERR_CANT_CREATE; // Return false } wglMakeCurrent(hDC, NULL); wglDeleteContext(hRC); hRC = new_hRC; if (!wglMakeCurrent(hDC, hRC)) // Try To Activate The Rendering Context { return ERR_CANT_CREATE; // Return FALSE } hRC_offscreen = wglCreateContextAttribsARB(hDC, 0, attribs); } wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT"); wglGetSwapIntervalEXT = (PFNWGLGETSWAPINTERVALEXTPROC)wglGetProcAddress("wglGetSwapIntervalEXT"); //glWrapperInit(wrapper_get_proc_address); return OK; } ContextGL_Windows::ContextGL_Windows(HWND hwnd, bool p_opengl_3_context) { opengl_3_context = p_opengl_3_context; hWnd = hwnd; hRC_offscreen = NULL; use_vsync = false; vsync_via_compositor = false; } ContextGL_Windows::~ContextGL_Windows() { } #endif