godot/platform/winrt/gl_context_egl.cpp

152 lines
3.3 KiB
C++

#include "gl_context_egl.h"
using namespace Platform;
void ContextEGL::release_current() {
eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, mEglContext);
};
void ContextEGL::make_current() {
eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext);
};
int ContextEGL::get_window_width() {
return width;
};
int ContextEGL::get_window_height() {
return height;
};
void ContextEGL::swap_buffers() {
if (eglSwapBuffers(mEglDisplay, mEglSurface) != EGL_TRUE)
{
cleanup();
window = CoreWindow::GetForCurrentThread();
initialize();
// tell rasterizer to reload textures and stuff?
}
};
Error ContextEGL::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 = 0;
EGLDisplay display = EGL_NO_DISPLAY;
EGLContext context = EGL_NO_CONTEXT;
EGLSurface surface = EGL_NO_SURFACE;
EGLConfig config = nullptr;
EGLint contextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE, EGL_NONE };
try {
display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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::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::ContextEGL(CoreWindow^ p_window) :
mEglDisplay(EGL_NO_DISPLAY),
mEglContext(EGL_NO_CONTEXT),
mEglSurface(EGL_NO_SURFACE)
{
window = p_window;
};
ContextEGL::~ContextEGL() {
cleanup();
};