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- /*************************************************************************/
- /* context_egl_uwp.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2022 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();
- };
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