mirror of https://github.com/bsnes-emu/bsnes.git
132 lines
3.6 KiB
C++
132 lines
3.6 KiB
C++
#include "opengl/opengl.hpp"
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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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struct VideoWGL : Video, OpenGL {
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VideoWGL() { initialize(); }
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~VideoWGL() { terminate(); }
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auto ready() -> bool { return _ready; }
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auto context() -> uintptr { return _context; }
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auto blocking() -> bool { return _blocking; }
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auto smooth() -> bool { return _smooth; }
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auto shader() -> string { return _shader; }
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auto setContext(uintptr context) -> bool {
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if(_context == context) return true;
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_context = context;
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return initialize();
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}
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auto setBlocking(bool blocking) -> bool {
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if(_blocking == blocking) return true;
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_blocking = blocking;
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if(wglSwapInterval) wglSwapInterval(_blocking);
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return true;
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}
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auto setSmooth(bool smooth) -> bool {
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if(_smooth == smooth) return true;
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_smooth = smooth;
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if(!_shader) OpenGL::filter = _smooth ? GL_LINEAR : GL_NEAREST;
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return true;
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}
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auto setShader(string shader) -> bool {
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if(_shader == shader) return true;
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OpenGL::shader(_shader = shader);
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if(!_shader) OpenGL::filter = _smooth ? GL_LINEAR : GL_NEAREST;
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return true;
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}
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auto clear() -> void {
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if(!ready()) return;
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OpenGL::clear();
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SwapBuffers(_display);
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}
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auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
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if(!ready()) return false;
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OpenGL::size(width, height);
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return OpenGL::lock(data, pitch);
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}
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auto unlock() -> void {
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if(!ready()) return;
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}
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auto output() -> void {
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if(!ready()) return;
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RECT rectangle;
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GetClientRect((HWND)_context, &rectangle);
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OpenGL::outputWidth = rectangle.right - rectangle.left;
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OpenGL::outputHeight = rectangle.bottom - rectangle.top;
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OpenGL::output();
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SwapBuffers(_display);
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}
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private:
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auto initialize() -> bool {
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terminate();
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if(!_context) return false;
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PIXELFORMATDESCRIPTOR descriptor = {};
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descriptor.nSize = sizeof(PIXELFORMATDESCRIPTOR);
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descriptor.nVersion = 1;
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descriptor.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
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descriptor.iPixelType = PFD_TYPE_RGBA;
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_display = GetDC((HWND)_context);
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GLuint pixelFormat = ChoosePixelFormat(_display, &descriptor);
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SetPixelFormat(_display, pixelFormat, &descriptor);
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_wglContext = wglCreateContext(_display);
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wglMakeCurrent(_display, _wglContext);
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wglCreateContextAttribs = (HGLRC (APIENTRY*)(HDC, HGLRC, const int*))glGetProcAddress("wglCreateContextAttribsARB");
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wglSwapInterval = (BOOL (APIENTRY*)(int))glGetProcAddress("wglSwapIntervalEXT");
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if(wglCreateContextAttribs) {
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int attributeList[] = {
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WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
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WGL_CONTEXT_MINOR_VERSION_ARB, 2,
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0
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};
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HGLRC context = wglCreateContextAttribs(_display, 0, attributeList);
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if(context) {
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wglMakeCurrent(nullptr, nullptr);
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wglDeleteContext(_wglContext);
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wglMakeCurrent(_display, _wglContext = context);
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}
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}
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if(wglSwapInterval) wglSwapInterval(_blocking);
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return _ready = OpenGL::initialize();
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}
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auto terminate() -> void {
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_ready = false;
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OpenGL::terminate();
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if(_wglContext) {
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wglDeleteContext(_wglContext);
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_wglContext = nullptr;
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}
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}
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auto (APIENTRY* wglCreateContextAttribs)(HDC, HGLRC, const int*) -> HGLRC = nullptr;
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auto (APIENTRY* wglSwapInterval)(int) -> BOOL = nullptr;
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bool _ready = false;
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uintptr _context = 0;
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bool _blocking = false;
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bool _smooth = true;
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string _shader;
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HDC _display = nullptr;
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HGLRC _wglContext = nullptr;
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HINSTANCE _glWindow = nullptr;
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};
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