godot/platform/uwp/context_egl_uwp.cpp
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

222 lines
7.5 KiB
C++

/*************************************************************************/
/* context_egl_uwp.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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. */
/*************************************************************************/
#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, NULL, 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) {}
ContextEGL_UWP::~ContextEGL_UWP() {
cleanup();
};