mirror of https://github.com/PCSX2/pcsx2.git
307 lines
8.1 KiB
C++
307 lines
8.1 KiB
C++
/*
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* Copyright (C) 2007-2012 Gabest
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "stdafx.h"
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#include "GSWndWGL.h"
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#ifdef _WINDOWS
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//TODO
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GSWndWGL::GSWndWGL()
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: m_NativeWindow(NULL), m_NativeDisplay(NULL), m_context(NULL), m_ctx_attached(false)
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{
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}
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bool GSWndWGL::CreateContext(int major, int minor)
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{
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if ( !m_NativeDisplay || !m_NativeWindow )
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{
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fprintf( stderr, "Wrong display/window\n" );
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exit(1);
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}
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// GL2 context are quite easy but we need GL3 which is another painful story...
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if (!(m_context = wglCreateContext(m_NativeDisplay))) {
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fprintf(stderr, "Failed to create a 2.0 context\n");
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return false;
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}
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// FIXME test it
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// Note: albeit every tutorial said that we need an opengl context to use the GL function wglCreateContextAttribsARB
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// On linux it works without the extra temporary context, not sure the limitation still applied
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if (major >= 3) {
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AttachContext();
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// Create a context
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int context_attribs[] =
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{
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WGL_CONTEXT_MAJOR_VERSION_ARB, major,
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WGL_CONTEXT_MINOR_VERSION_ARB, minor,
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// FIXME : Request a debug context to ease opengl development
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// Note: don't support deprecated feature (pre openg 3.1)
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//GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB | GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
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WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
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0
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};
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PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
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if (!wglCreateContextAttribsARB) {
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fprintf(stderr, "Failed to init wglCreateContextAttribsARB function pointer\n");
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return false;
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}
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HGLRC context30 = wglCreateContextAttribsARB(m_NativeDisplay, NULL, context_attribs);
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if (!context30) {
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fprintf(stderr, "Failed to create a 3.x context\n");
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return false;
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}
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DetachContext();
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wglDeleteContext(m_context);
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m_context = context30;
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fprintf(stderr, "3.x GL context successfully created\n");
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}
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return true;
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}
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void GSWndWGL::AttachContext()
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{
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if (!IsContextAttached()) {
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wglMakeCurrent(m_NativeDisplay, m_context);
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m_ctx_attached = true;
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}
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}
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void GSWndWGL::DetachContext()
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{
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if (IsContextAttached()) {
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wglMakeCurrent(NULL, NULL);
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m_ctx_attached = false;
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}
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}
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//TODO: DROP ???
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void GSWndWGL::CheckContext()
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{
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#if 0
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int glxMajorVersion, glxMinorVersion;
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glXQueryVersion(m_NativeDisplay, &glxMajorVersion, &glxMinorVersion);
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if (glXIsDirect(m_NativeDisplay, m_context))
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fprintf(stderr, "glX-Version %d.%d with Direct Rendering\n", glxMajorVersion, glxMinorVersion);
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else
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fprintf(stderr, "glX-Version %d.%d with Indirect Rendering !!! It won't support properly opengl\n", glxMajorVersion, glxMinorVersion);
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#endif
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}
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bool GSWndWGL::Attach(void* handle, bool managed)
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{
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m_NativeWindow = (HWND)handle;
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m_managed = managed;
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if (!OpenWGLDisplay()) return false;
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if (!CreateContext(3, 3)) return false;
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AttachContext();
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CheckContext();
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// TODO
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//m_swapinterval = (PFNGLXSWAPINTERVALMESAPROC)glXGetProcAddress((const GLubyte*) "glXSwapIntervalMESA");
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//PFNGLXSWAPINTERVALMESAPROC m_swapinterval = (PFNGLXSWAPINTERVALMESAPROC)glXGetProcAddress((const GLubyte*) "glXSwapInterval");
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UpdateWindow(m_NativeWindow);
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return true;
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}
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//TODO
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void GSWndWGL::Detach()
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{
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// Actually the destructor is not called when there is only a GSclose/GSshutdown
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// The window still need to be closed
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DetachContext();
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if (m_context) wglDeleteContext(m_context);
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m_context = NULL;
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CloseWGLDisplay();
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}
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bool GSWndWGL::OpenWGLDisplay()
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{
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GLuint PixelFormat; // Holds The Results After Searching For A Match
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PIXELFORMATDESCRIPTOR pfd = // pfd Tells Windows How We Want Things To Be
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{
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sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
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1, // Version Number
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PFD_DRAW_TO_WINDOW | // Format Must Support Window
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PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
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PFD_DOUBLEBUFFER, // Must Support Double Buffering
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PFD_TYPE_RGBA, // Request An RGBA Format
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32, // Select Our Color Depth
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0, 0, 0, 0, 0, 0, // Color Bits Ignored
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0, // 8bit Alpha Buffer
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0, // Shift Bit Ignored
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0, // No Accumulation Buffer
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0, 0, 0, 0, // Accumulation Bits Ignored
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24, // 24Bit Z-Buffer (Depth Buffer)
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8, // 8bit Stencil Buffer
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0, // No Auxiliary Buffer
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PFD_MAIN_PLANE, // Main Drawing Layer
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0, // Reserved
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0, 0, 0 // Layer Masks Ignored
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};
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if (!(m_NativeDisplay = GetDC(m_NativeWindow)))
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{
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MessageBox(NULL, "(1) Can't Create A GL Device Context.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
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return false;
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}
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if (!(PixelFormat = ChoosePixelFormat(m_NativeDisplay, &pfd)))
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{
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MessageBox(NULL, "(2) Can't Find A Suitable PixelFormat.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
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return false;
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}
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if (!SetPixelFormat(m_NativeDisplay, PixelFormat, &pfd))
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{
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MessageBox(NULL, "(3) Can't Set The PixelFormat.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
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return false;
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}
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return true;
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}
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void GSWndWGL::CloseWGLDisplay()
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{
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if (m_NativeDisplay && !ReleaseDC(m_NativeWindow, m_NativeDisplay)) // Are We Able To Release The DC
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{
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MessageBox(NULL, "Release Device Context Failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
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}
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m_NativeDisplay = NULL; // Set DC To NULL
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}
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//TODO: GSopen 1 => Drop?
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bool GSWndWGL::Create(const string& title, int w, int h)
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{
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#if 0
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if(m_NativeWindow) return false;
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if(w <= 0 || h <= 0) {
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w = theApp.GetConfig("ModeWidth", 640);
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h = theApp.GetConfig("ModeHeight", 480);
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}
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m_managed = true;
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// note this part must be only executed when replaying .gs debug file
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m_NativeDisplay = XOpenDisplay(NULL);
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int attrListDbl[] = { GLX_RGBA, GLX_DOUBLEBUFFER,
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GLX_RED_SIZE, 8,
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GLX_GREEN_SIZE, 8,
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GLX_BLUE_SIZE, 8,
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GLX_DEPTH_SIZE, 24,
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None
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};
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XVisualInfo* vi = glXChooseVisual(m_NativeDisplay, DefaultScreen(m_NativeDisplay), attrListDbl);
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/* create a color map */
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XSetWindowAttributes attr;
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attr.colormap = XCreateColormap(m_NativeDisplay, RootWindow(m_NativeDisplay, vi->screen),
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vi->visual, AllocNone);
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attr.border_pixel = 0;
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attr.event_mask = ExposureMask | KeyPressMask | KeyReleaseMask | ButtonPressMask |
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StructureNotifyMask | SubstructureRedirectMask | SubstructureNotifyMask |
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EnterWindowMask | LeaveWindowMask | FocusChangeMask ;
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// Create a window at the last position/size
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m_NativeWindow = XCreateWindow(m_NativeDisplay, RootWindow(m_NativeDisplay, vi->screen),
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0 , 0 , w, h, 0, vi->depth, InputOutput, vi->visual,
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CWBorderPixel | CWColormap | CWEventMask, &attr);
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XMapWindow (m_NativeDisplay, m_NativeWindow);
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XFree(vi);
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if (!CreateContext(3, 3)) return false;
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AttachContext();
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return (m_NativeWindow != 0);
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#else
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return false;
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#endif
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}
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//Same as DX
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GSVector4i GSWndWGL::GetClientRect()
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{
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GSVector4i r;
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::GetClientRect(m_NativeWindow, r);
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return r;
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}
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//TODO: check extensions supported or not
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//FIXME : extension allocation
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void GSWndWGL::SetVSync(bool enable)
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{
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// m_swapinterval uses an integer as parameter
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// 0 -> disable vsync
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// n -> wait n frame
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//if (m_swapinterval) m_swapinterval((int)enable);
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// wglSwapIntervalEXT(!enable);
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}
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void GSWndWGL::Flip()
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{
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SwapBuffers(m_NativeDisplay);
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}
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void GSWndWGL::Show()
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{
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}
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void GSWndWGL::Hide()
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{
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}
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void GSWndWGL::HideFrame()
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{
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}
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// Returns FALSE if the window has no title, or if th window title is under the strict
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// management of the emulator.
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bool GSWndWGL::SetWindowText(const char* title)
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{
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return false;
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}
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#endif
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