/* * Copyright (C) 2007-2012 Gabest * http://www.gabest.org * * This Program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2, or (at your option) * any later version. * * This Program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with GNU Make; see the file COPYING. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA. * http://www.gnu.org/copyleft/gpl.html * */ #include "stdafx.h" #include "GSWndWGL.h" #ifdef _WINDOWS GSWndWGL::GSWndWGL() : m_NativeWindow(NULL), m_NativeDisplay(NULL), m_context(NULL) { } bool GSWndWGL::CreateContext(int major, int minor) { if ( !m_NativeDisplay || !m_NativeWindow ) { fprintf( stderr, "Wrong display/window\n" ); exit(1); } // GL2 context are quite easy but we need GL3 which is another painful story... m_context = wglCreateContext(m_NativeDisplay); if (!m_context) { fprintf(stderr, "Failed to create a 2.0 context\n"); return false; } // FIXME test it // Note: albeit every tutorial said that we need an opengl context to use the GL function wglCreateContextAttribsARB // On linux it works without the extra temporary context, not sure the limitation still applied if (major >= 3) { AttachContext(); // Create a context int context_attribs[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, major, WGL_CONTEXT_MINOR_VERSION_ARB, minor, // FIXME : Request a debug context to ease opengl development // Note: don't support deprecated feature (pre openg 3.1) //GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB | GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB, #ifdef ENABLE_OGL_DEBUG WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB, #endif WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB, 0 }; PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB"); if (!wglCreateContextAttribsARB) { fprintf(stderr, "Failed to init wglCreateContextAttribsARB function pointer\n"); return false; } HGLRC context30 = wglCreateContextAttribsARB(m_NativeDisplay, NULL, context_attribs); if (!context30) { fprintf(stderr, "Failed to create a 3.x context\n"); return false; } DetachContext(); wglDeleteContext(m_context); m_context = context30; fprintf(stderr, "3.x GL context successfully created\n"); } return true; } void GSWndWGL::AttachContext() { if (!IsContextAttached()) { wglMakeCurrent(m_NativeDisplay, m_context); m_ctx_attached = true; } } void GSWndWGL::DetachContext() { if (IsContextAttached()) { wglMakeCurrent(NULL, NULL); m_ctx_attached = false; } } //TODO: DROP ??? void GSWndWGL::CheckContext() { #if 0 int glxMajorVersion, glxMinorVersion; glXQueryVersion(m_NativeDisplay, &glxMajorVersion, &glxMinorVersion); if (glXIsDirect(m_NativeDisplay, m_context)) fprintf(stderr, "glX-Version %d.%d with Direct Rendering\n", glxMajorVersion, glxMinorVersion); else fprintf(stderr, "glX-Version %d.%d with Indirect Rendering !!! It won't support properly opengl\n", glxMajorVersion, glxMinorVersion); #endif } bool GSWndWGL::Attach(void* handle, bool managed) { m_NativeWindow = (HWND)handle; m_managed = managed; if (!OpenWGLDisplay()) return false; if (!CreateContext(3, 3)) return false; AttachContext(); CheckContext(); // TODO //m_swapinterval = (PFNGLXSWAPINTERVALMESAPROC)glXGetProcAddress((const GLubyte*) "glXSwapIntervalMESA"); //PFNGLXSWAPINTERVALMESAPROC m_swapinterval = (PFNGLXSWAPINTERVALMESAPROC)glXGetProcAddress((const GLubyte*) "glXSwapInterval"); PopulateGlFunction(); UpdateWindow(m_NativeWindow); return true; } void GSWndWGL::Detach() { // Actually the destructor is not called when there is only a GSclose/GSshutdown // The window still need to be closed DetachContext(); if (m_context) wglDeleteContext(m_context); m_context = NULL; CloseWGLDisplay(); } bool GSWndWGL::OpenWGLDisplay() { GLuint PixelFormat; // Holds The Results After Searching For A Match PIXELFORMATDESCRIPTOR pfd = // pfd Tells Windows How We Want Things To Be { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, // Must Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format 32, // Select Our Color Depth 0, 0, 0, 0, 0, 0, // Color Bits Ignored 0, // 8bit Alpha Buffer 0, // Shift Bit Ignored 0, // No Accumulation Buffer 0, 0, 0, 0, // Accumulation Bits Ignored 24, // 24Bit Z-Buffer (Depth Buffer) 8, // 8bit Stencil Buffer 0, // No Auxiliary Buffer PFD_MAIN_PLANE, // Main Drawing Layer 0, // Reserved 0, 0, 0 // Layer Masks Ignored }; m_NativeDisplay = GetDC(m_NativeWindow); if (!m_NativeDisplay) { MessageBox(NULL, "(1) Can't Create A GL Device Context.", "ERROR", MB_OK | MB_ICONEXCLAMATION); return false; } PixelFormat = ChoosePixelFormat(m_NativeDisplay, &pfd); if (!PixelFormat) { MessageBox(NULL, "(2) Can't Find A Suitable PixelFormat.", "ERROR", MB_OK | MB_ICONEXCLAMATION); return false; } if (!SetPixelFormat(m_NativeDisplay, PixelFormat, &pfd)) { MessageBox(NULL, "(3) Can't Set The PixelFormat.", "ERROR", MB_OK | MB_ICONEXCLAMATION); return false; } return true; } void GSWndWGL::CloseWGLDisplay() { if (m_NativeDisplay && !ReleaseDC(m_NativeWindow, m_NativeDisplay)) // Are We Able To Release The DC { MessageBox(NULL, "Release Device Context Failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION); } m_NativeDisplay = NULL; // Set DC To NULL } //TODO: GSopen 1 => Drop? bool GSWndWGL::Create(const string& title, int w, int h) { #if 0 if(m_NativeWindow) return false; if(w <= 0 || h <= 0) { w = theApp.GetConfig("ModeWidth", 640); h = theApp.GetConfig("ModeHeight", 480); } m_managed = true; // note this part must be only executed when replaying .gs debug file m_NativeDisplay = XOpenDisplay(NULL); int attrListDbl[] = { GLX_RGBA, GLX_DOUBLEBUFFER, GLX_RED_SIZE, 8, GLX_GREEN_SIZE, 8, GLX_BLUE_SIZE, 8, GLX_DEPTH_SIZE, 24, None }; XVisualInfo* vi = glXChooseVisual(m_NativeDisplay, DefaultScreen(m_NativeDisplay), attrListDbl); /* create a color map */ XSetWindowAttributes attr; attr.colormap = XCreateColormap(m_NativeDisplay, RootWindow(m_NativeDisplay, vi->screen), vi->visual, AllocNone); attr.border_pixel = 0; attr.event_mask = ExposureMask | KeyPressMask | KeyReleaseMask | ButtonPressMask | StructureNotifyMask | SubstructureRedirectMask | SubstructureNotifyMask | EnterWindowMask | LeaveWindowMask | FocusChangeMask ; // Create a window at the last position/size m_NativeWindow = XCreateWindow(m_NativeDisplay, RootWindow(m_NativeDisplay, vi->screen), 0 , 0 , w, h, 0, vi->depth, InputOutput, vi->visual, CWBorderPixel | CWColormap | CWEventMask, &attr); XMapWindow (m_NativeDisplay, m_NativeWindow); XFree(vi); if (!CreateContext(3, 3)) return false; AttachContext(); return (m_NativeWindow != 0); #else return false; #endif } //Same as DX GSVector4i GSWndWGL::GetClientRect() { GSVector4i r; ::GetClientRect(m_NativeWindow, r); return r; } void* GSWndWGL::GetProcAddress(const char* name, bool opt) { void* ptr = (void*)wglGetProcAddress(name); if (ptr == NULL) { fprintf(stderr, "Failed to find %s\n", name); } return ptr; } //TODO: check extensions supported or not //FIXME : extension allocation void GSWndWGL::SetVSync(bool enable) { // m_swapinterval uses an integer as parameter // 0 -> disable vsync // n -> wait n frame //if (m_swapinterval) m_swapinterval((int)enable); // wglSwapIntervalEXT(!enable); } void GSWndWGL::Flip() { SwapBuffers(m_NativeDisplay); } void GSWndWGL::Show() { } void GSWndWGL::Hide() { } void GSWndWGL::HideFrame() { } // Returns FALSE if the window has no title, or if th window title is under the strict // management of the emulator. bool GSWndWGL::SetWindowText(const char* title) { return false; } #endif