dhewm3/neo/sys/glimp.cpp
Daniel Gibson 699779e9ca Make window alpha chan opaque on Wayland, fix #426
For some reason Wayland thought it would be clever to be the only
windowing system that (non-optionally) uses the alpha chan of the
window's default OpenGL framebuffer for window transparency.
This always caused glitches with dhewm3, as Doom3 uses that alpha-chan
for blending tricks (with GL_DST_ALPHA) - especially visible in the main
menu or when the flashlight is on.
So far the workaround has been r_waylandcompat which requests an OpenGL
context/visual without alpha chan (0 alpha bits), but that also causes
glitches.
There's an EGL extension that's supposed to fix this issue
(EGL_EXT_present_opaque), and newer SDL2 versions use it (when using
the wayland backend) - but unfortunately the Mesa implementation is
broken (seems to provide a visual without alpha channel even if one was
requested), see https://gitlab.freedesktop.org/mesa/mesa/-/issues/5886
and https://github.com/libsdl-org/SDL/pull/4306#issuecomment-1014770600
for the corresponding SDL2 discussion

To work around this issue, dhewm3 now disables the use of that EGL
extension and (optionally) makes sure the alpha channel is opaque at
the end of the frame.
This behavior is controlled with the r_fillWindowAlphaChan CVar:
If it's 1, this always is done (regardless if wayland is used or not),
if it's 0 it's not done (even on wayland),
if it's -1 (the default) it's only done if the SDL "video driver" is
  wayland (this could be easily enhanced later in case other windowing
  systems have the same issue)

r_waylandcompat has been removed (it never worked properly anyway),
so now the window always has an alpha chan
2022-02-05 16:34:34 +01:00

732 lines
23 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include <SDL.h>
#include "sys/platform.h"
#include "framework/Licensee.h"
#include "renderer/tr_local.h"
#if defined(_WIN32) && defined(ID_ALLOW_TOOLS)
#include "sys/win32/win_local.h"
#include <SDL_syswm.h>
// from SDL_windowsopengl.h (internal SDL2 header)
#ifndef WGL_ARB_pixel_format
#define WGL_NUMBER_PIXEL_FORMATS_ARB 0x2000
#define WGL_DRAW_TO_WINDOW_ARB 0x2001
#define WGL_DRAW_TO_BITMAP_ARB 0x2002
#define WGL_ACCELERATION_ARB 0x2003
#define WGL_NEED_PALETTE_ARB 0x2004
#define WGL_NEED_SYSTEM_PALETTE_ARB 0x2005
#define WGL_SWAP_LAYER_BUFFERS_ARB 0x2006
#define WGL_SWAP_METHOD_ARB 0x2007
#define WGL_NUMBER_OVERLAYS_ARB 0x2008
#define WGL_NUMBER_UNDERLAYS_ARB 0x2009
#define WGL_TRANSPARENT_ARB 0x200A
#define WGL_TRANSPARENT_RED_VALUE_ARB 0x2037
#define WGL_TRANSPARENT_GREEN_VALUE_ARB 0x2038
#define WGL_TRANSPARENT_BLUE_VALUE_ARB 0x2039
#define WGL_TRANSPARENT_ALPHA_VALUE_ARB 0x203A
#define WGL_TRANSPARENT_INDEX_VALUE_ARB 0x203B
#define WGL_SHARE_DEPTH_ARB 0x200C
#define WGL_SHARE_STENCIL_ARB 0x200D
#define WGL_SHARE_ACCUM_ARB 0x200E
#define WGL_SUPPORT_GDI_ARB 0x200F
#define WGL_SUPPORT_OPENGL_ARB 0x2010
#define WGL_DOUBLE_BUFFER_ARB 0x2011
#define WGL_STEREO_ARB 0x2012
#define WGL_PIXEL_TYPE_ARB 0x2013
#define WGL_COLOR_BITS_ARB 0x2014
#define WGL_RED_BITS_ARB 0x2015
#define WGL_RED_SHIFT_ARB 0x2016
#define WGL_GREEN_BITS_ARB 0x2017
#define WGL_GREEN_SHIFT_ARB 0x2018
#define WGL_BLUE_BITS_ARB 0x2019
#define WGL_BLUE_SHIFT_ARB 0x201A
#define WGL_ALPHA_BITS_ARB 0x201B
#define WGL_ALPHA_SHIFT_ARB 0x201C
#define WGL_ACCUM_BITS_ARB 0x201D
#define WGL_ACCUM_RED_BITS_ARB 0x201E
#define WGL_ACCUM_GREEN_BITS_ARB 0x201F
#define WGL_ACCUM_BLUE_BITS_ARB 0x2020
#define WGL_ACCUM_ALPHA_BITS_ARB 0x2021
#define WGL_DEPTH_BITS_ARB 0x2022
#define WGL_STENCIL_BITS_ARB 0x2023
#define WGL_AUX_BUFFERS_ARB 0x2024
#define WGL_NO_ACCELERATION_ARB 0x2025
#define WGL_GENERIC_ACCELERATION_ARB 0x2026
#define WGL_FULL_ACCELERATION_ARB 0x2027
#define WGL_SWAP_EXCHANGE_ARB 0x2028
#define WGL_SWAP_COPY_ARB 0x2029
#define WGL_SWAP_UNDEFINED_ARB 0x202A
#define WGL_TYPE_RGBA_ARB 0x202B
#define WGL_TYPE_COLORINDEX_ARB 0x202C
#endif
#ifndef WGL_ARB_multisample
#define WGL_SAMPLE_BUFFERS_ARB 0x2041
#define WGL_SAMPLES_ARB 0x2042
#endif
#endif // _WIN32 and ID_ALLOW_TOOLS
#if SDL_VERSION_ATLEAST(2, 0, 0)
static SDL_Window *window = NULL;
static SDL_GLContext context = NULL;
#else
static SDL_Surface *window = NULL;
#define SDL_WINDOW_OPENGL SDL_OPENGL
#define SDL_WINDOW_FULLSCREEN SDL_FULLSCREEN
#endif
static void SetSDLIcon()
{
Uint32 rmask, gmask, bmask, amask;
// ok, the following is pretty stupid.. SDL_CreateRGBSurfaceFrom() pretends to use a void* for the data,
// but it's really treated as endian-specific Uint32* ...
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
rmask = 0xff000000;
gmask = 0x00ff0000;
bmask = 0x0000ff00;
amask = 0x000000ff;
#else
rmask = 0x000000ff;
gmask = 0x0000ff00;
bmask = 0x00ff0000;
amask = 0xff000000;
#endif
#include "doom_icon.h" // contains the struct d3_icon
SDL_Surface* icon = SDL_CreateRGBSurfaceFrom((void*)d3_icon.pixel_data, d3_icon.width, d3_icon.height,
d3_icon.bytes_per_pixel*8, d3_icon.bytes_per_pixel*d3_icon.width,
rmask, gmask, bmask, amask);
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_SetWindowIcon(window, icon);
#else
SDL_WM_SetIcon(icon, NULL);
#endif
SDL_FreeSurface(icon);
}
/*
===================
GLimp_Init
===================
*/
bool GLimp_Init(glimpParms_t parms) {
common->Printf("Initializing OpenGL subsystem\n");
assert(SDL_WasInit(SDL_INIT_VIDEO));
Uint32 flags = SDL_WINDOW_OPENGL;
if (parms.fullScreen == 1)
{
#if SDL_VERSION_ATLEAST(2, 0, 0)
if(r_fullscreenDesktop.GetBool())
flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
else
#endif
flags |= SDL_WINDOW_FULLSCREEN;
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
/* Doom3 has the nasty habit of modifying the default framebuffer's alpha channel and then
* relying on those modifications in blending operations (using GL_DST_(ONE_MINUS_)ALPHA).
* So far that hasn't been much of a problem, because Windows, macOS, X11 etc
* just ignore the alpha chan (unless maybe you explicitly tell a window it should be transparent).
* Unfortunately, Wayland by default *does* use the alpha channel, which often leads to
* rendering bugs (the window is partly transparent or very white in areas with low alpha).
* Mesa introduced an EGL extension that's supposed to fix that (EGL_EXT_present_opaque)
* and newer SDL2 versions use it by default (in the Wayland backend).
* Unfortunately, the implementation of that extension is (currently?) broken (at least
* in Mesa), seems like they just give you a visual without any alpha chan - which doesn't
* work for Doom3, as it needs a functioning alpha chan for blending operations, see above.
* See also: https://gitlab.freedesktop.org/mesa/mesa/-/issues/5886
*
* So to make sure dhewm3 (finally) works as expected on Wayland, we tell SDL2 to
* allow transparency and then fill the alpha-chan ourselves in RB_SwapBuffers()
* (unless the user disables that with r_fillWindowAlphaChan 0) */
#ifdef SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY
SDL_SetHint(SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY, "1");
#else // little hack so this works if the SDL2 version used for building is older than runtime version
SDL_SetHint("SDL_VIDEO_EGL_ALLOW_TRANSPARENCY", "1");
#endif
#endif
int colorbits = 24;
int depthbits = 24;
int stencilbits = 8;
for (int i = 0; i < 16; i++) {
int multisamples = parms.multiSamples;
// 0 - default
// 1 - minus colorbits
// 2 - minus depthbits
// 3 - minus stencil
if ((i % 4) == 0 && i) {
// one pass, reduce
switch (i / 4) {
case 2 :
if (colorbits == 24)
colorbits = 16;
break;
case 1 :
if (depthbits == 24)
depthbits = 16;
else if (depthbits == 16)
depthbits = 8;
case 3 :
if (stencilbits == 24)
stencilbits = 16;
else if (stencilbits == 16)
stencilbits = 8;
}
}
int tcolorbits = colorbits;
int tdepthbits = depthbits;
int tstencilbits = stencilbits;
if ((i % 4) == 3) {
// reduce colorbits
if (tcolorbits == 24)
tcolorbits = 16;
}
if ((i % 4) == 2) {
// reduce depthbits
if (tdepthbits == 24)
tdepthbits = 16;
else if (tdepthbits == 16)
tdepthbits = 8;
}
if ((i % 4) == 1) {
// reduce stencilbits
if (tstencilbits == 24)
tstencilbits = 16;
else if (tstencilbits == 16)
tstencilbits = 8;
else
tstencilbits = 0;
}
int channelcolorbits = 4;
if (tcolorbits == 24)
channelcolorbits = 8;
int talphabits = channelcolorbits;
try_again:
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, channelcolorbits);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, channelcolorbits);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, channelcolorbits);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, tdepthbits);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, tstencilbits);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, talphabits);
SDL_GL_SetAttribute(SDL_GL_STEREO, parms.stereo ? 1 : 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, (multisamples > 1) ? 1 : 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, multisamples);
#if SDL_VERSION_ATLEAST(2, 0, 0)
const char* windowMode = "";
if(r_fullscreen.GetBool()) {
windowMode = r_fullscreenDesktop.GetBool() ? "desktop-fullscreen-" : "fullscreen-";
}
common->Printf("Will create a %swindow with resolution %dx%d (r_mode = %d)\n",
windowMode, parms.width, parms.height, r_mode.GetInteger());
int displayIndex = 0;
#if SDL_VERSION_ATLEAST(2, 0, 4)
// try to put the window on the display the mousecursor currently is on
{
int x, y;
SDL_GetGlobalMouseState(&x, &y);
int numDisplays = SDL_GetNumVideoDisplays();
common->Printf("SDL detected %d displays: \n", numDisplays);
bool found = false;
for ( int j=0; j<numDisplays; ++j ) {
SDL_Rect rect;
if (SDL_GetDisplayBounds(j, &rect) == 0) {
common->Printf(" %d: %dx%d at (%d, %d) to (%d, %d)\n", j, rect.w, rect.h,
rect.x, rect.y, rect.x+rect.w, rect.y+rect.h);
if ( !found && x >= rect.x && x < rect.x + rect.w
&& y >= rect.y && y < rect.y + rect.h )
{
displayIndex = j;
found = true;
}
}
}
common->Printf("Will use display %d because mouse cursor is at (%d, %d).\n",
displayIndex, x, y);
}
#endif
window = SDL_CreateWindow(ENGINE_VERSION,
SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex),
SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex),
parms.width, parms.height, flags);
if (!window) {
common->Warning("Couldn't set GL mode %d/%d/%d with %dx MSAA: %s",
channelcolorbits, tdepthbits, tstencilbits, parms.multiSamples, SDL_GetError());
// before trying to reduce color channel size or whatever, first try reducing MSAA, if possible
if(multisamples > 1) {
multisamples = (multisamples <= 2) ? 0 : (multisamples/2);
// using goto because enhancing that logic which reduces attributes
// based on i (so it'd first try reducing MSAA) would be too painful
goto try_again;
}
continue;
} else {
// creating the window succeeded, so adjust r_multiSamples to the value that was actually used
parms.multiSamples = multisamples;
r_multiSamples.SetInteger(multisamples);
}
/* Check if we're really in the requested display mode. There is
(or was) an SDL bug were SDL switched into the wrong mode
without giving an error code. See the bug report for details:
https://bugzilla.libsdl.org/show_bug.cgi?id=4700 */
if ((flags & (SDL_WINDOW_FULLSCREEN | SDL_WINDOW_FULLSCREEN_DESKTOP)) == SDL_WINDOW_FULLSCREEN)
{
SDL_DisplayMode real_mode;
if (SDL_GetWindowDisplayMode(window, &real_mode) != 0)
{
SDL_DestroyWindow(window);
window = NULL;
common->Warning("Can't get display mode: %s\n", SDL_GetError());
return false; // trying other color depth etc is unlikely to help with this issue
}
if ((real_mode.w != parms.width) || (real_mode.h != parms.height))
{
common->Warning("Current display mode isn't requested display mode\n");
common->Warning("Likely SDL bug #4700, trying to work around it..\n");
int dIdx = SDL_GetWindowDisplayIndex(window);
if(dIdx != displayIndex) {
common->Warning("Window's display index is %d, but we wanted %d!\n", dIdx, displayIndex);
}
/* Mkay, try to hack around that. */
SDL_DisplayMode wanted_mode = {};
wanted_mode.w = parms.width;
wanted_mode.h = parms.height;
if (SDL_SetWindowDisplayMode(window, &wanted_mode) != 0)
{
SDL_DestroyWindow(window);
window = NULL;
common->Warning("Can't force resolution to %ix%i: %s\n", parms.width, parms.height, SDL_GetError());
return false; // trying other color depth etc is unlikely to help with this issue
}
/* The SDL doku says, that SDL_SetWindowSize() shouldn't be
used on fullscreen windows. But at least in my test with
SDL 2.0.9 the subsequent SDL_GetWindowDisplayMode() fails
if I don't call it. */
SDL_SetWindowSize(window, wanted_mode.w, wanted_mode.h);
if (SDL_GetWindowDisplayMode(window, &real_mode) != 0)
{
SDL_DestroyWindow(window);
window = NULL;
common->Warning("Can't get display mode: %s\n", SDL_GetError());
return false; // trying other color depth etc is unlikely to help with this issue
}
if ((real_mode.w != parms.width) || (real_mode.h != parms.height))
{
SDL_DestroyWindow(window);
window = NULL;
common->Warning("Still in wrong display mode: %ix%i instead of %ix%i\n",
real_mode.w, real_mode.h, parms.width, parms.height);
return false; // trying other color depth etc is unlikely to help with this issue
}
common->Warning("Now we have the requested resolution (%d x %d)\n", parms.width, parms.height);
}
}
context = SDL_GL_CreateContext(window);
if (SDL_GL_SetSwapInterval(r_swapInterval.GetInteger()) < 0)
common->Warning("SDL_GL_SWAP_CONTROL not supported");
SDL_GetWindowSize(window, &glConfig.vidWidth, &glConfig.vidHeight);
SetSDLIcon(); // for SDL2 this must be done after creating the window
glConfig.isFullscreen = (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) == SDL_WINDOW_FULLSCREEN;
#else
SDL_WM_SetCaption(ENGINE_VERSION, ENGINE_VERSION);
SetSDLIcon(); // for SDL1.2 this must be done before creating the window
if (SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, r_swapInterval.GetInteger()) < 0)
common->Warning("SDL_GL_SWAP_CONTROL not supported");
window = SDL_SetVideoMode(parms.width, parms.height, colorbits, flags);
if (!window) {
common->DPrintf("Couldn't set GL mode %d/%d/%d: %s",
channelcolorbits, tdepthbits, tstencilbits, SDL_GetError());
// before trying to reduce color channel size or whatever, first try reducing MSAA, if possible
if(multisamples > 1) {
multisamples = (multisamples <= 2) ? 0 : (multisamples/2);
// using goto because enhancing that logic which reduces attributes
// based on i (so it'd first try reducing MSAA) would be too painful
goto try_again;
}
continue;
} else {
// creating the window succeeded, so adjust r_multiSamples to the value that was actually used
parms.multiSamples = multisamples;
r_multiSamples.SetInteger(multisamples);
}
glConfig.vidWidth = window->w;
glConfig.vidHeight = window->h;
glConfig.isFullscreen = (window->flags & SDL_FULLSCREEN) == SDL_FULLSCREEN;
#endif
#if defined(_WIN32) && defined(ID_ALLOW_TOOLS)
#if ! SDL_VERSION_ATLEAST(2, 0, 0)
#error "dhewm3 only supports the tools with SDL2, not SDL1!"
#endif
// The tools are Win32 specific. If building the tools
// then we know we are win32 and we have to include this
// config to get the editors to work.
// Get the HWND for later use.
SDL_SysWMinfo sdlinfo;
SDL_version sdlver;
SDL_VERSION(&sdlver);
sdlinfo.version = sdlver;
if (SDL_GetWindowWMInfo(window, &sdlinfo) && sdlinfo.subsystem == SDL_SYSWM_WINDOWS) {
win32.hWnd = sdlinfo.info.win.window;
win32.hDC = sdlinfo.info.win.hdc;
// NOTE: hInstance is set in main()
win32.hGLRC = qwglGetCurrentContext();
int pfIdx = GetPixelFormat(win32.hDC);
PIXELFORMATDESCRIPTOR src = {};
if (DescribePixelFormat(win32.hDC, pfIdx, sizeof(PIXELFORMATDESCRIPTOR), &win32.pfd) == 0)
{
common->Warning("DescribePixelFormat() failed: %d!\n", GetLastError());
PIXELFORMATDESCRIPTOR src =
{
sizeof(PIXELFORMATDESCRIPTOR), // size of this pfd
1, // version number
PFD_DRAW_TO_WINDOW | // support window
PFD_SUPPORT_OPENGL | // support OpenGL
PFD_DOUBLEBUFFER, // double buffered
PFD_TYPE_RGBA, // RGBA type
32, // 32-bit color depth
0, 0, 0, 0, 0, 0, // color bits ignored
8, // 8 bit destination alpha
0, // shift bit ignored
0, // no accumulation buffer
0, 0, 0, 0, // accum bits ignored
24, // 24-bit z-buffer
8, // 8-bit stencil buffer
0, // no auxiliary buffer
PFD_MAIN_PLANE, // main layer
0, // reserved
0, 0, 0 // layer masks ignored
};
memcpy(&win32.pfd, &src, sizeof(PIXELFORMATDESCRIPTOR));
}
win32.piAttribIList = NULL;
win32.wglGetPixelFormatAttribivARB = (BOOL(WINAPI*)(HDC,int,int,UINT,const int*,int*))SDL_GL_GetProcAddress("wglGetPixelFormatAttribivARB");
win32.wglChoosePixelFormatARB = (BOOL(WINAPI*)(HDC,const int*,const FLOAT*,UINT,int*piFormats,UINT*))SDL_GL_GetProcAddress("wglChoosePixelFormatARB");
if(win32.wglGetPixelFormatAttribivARB != NULL && win32.wglChoosePixelFormatARB != NULL) {
const int queryAttributes[] = {
// equivalents of all the SDL_GL_* attributes we set above (and ones set implicitly)
WGL_DRAW_TO_WINDOW_ARB,
WGL_RED_BITS_ARB,
WGL_GREEN_BITS_ARB,
WGL_BLUE_BITS_ARB,
WGL_ALPHA_BITS_ARB,
WGL_DOUBLE_BUFFER_ARB,
WGL_DEPTH_BITS_ARB,
WGL_STENCIL_BITS_ARB,
// WGL_ACCUM_*_BITS_ARB - not used
WGL_STEREO_ARB,
WGL_SAMPLE_BUFFERS_ARB,
WGL_SAMPLES_ARB,
// WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB - not used
WGL_ACCELERATION_ARB,
};
enum { NUM_ATTRIBUTES = sizeof(queryAttributes)/sizeof(queryAttributes[0]) };
int queryResults[NUM_ATTRIBUTES] = {};
win32.wglGetPixelFormatAttribivARB(win32.hDC, pfIdx, PFD_MAIN_PLANE, NUM_ATTRIBUTES, queryAttributes, queryResults);
static int attribIList[2*NUM_ATTRIBUTES+2] = {}; // +2 for terminating 0, 0 pair
for(int i=0; i<NUM_ATTRIBUTES; ++i) {
attribIList[i*2] = queryAttributes[i];
attribIList[i*2+1] = queryResults[i];
}
win32.piAttribIList = attribIList;
}
} else {
// TODO: can we just disable them?
common->Error("SDL_GetWindowWMInfo(), which is needed for Tools to work, failed!");
}
#endif // defined(_WIN32) && defined(ID_ALLOW_TOOLS)
common->Printf("Requested %d color bits per chan, %d alpha %d depth, %d stencil\n",
channelcolorbits, talphabits, tdepthbits, tstencilbits);
{
int r, g, b, a, d, s;
SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &r);
SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &g);
SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &b);
SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &a);
SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &d);
SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &s);
common->Printf("Got %d stencil bits, %d depth bits, color bits: r%d g%d b%d a%d\n", s, d, r, g, b, a);
glConfig.colorBits = r+g+b; // a bit imprecise, but seems to be used only in GfxInfo_f()
glConfig.alphabits = a;
glConfig.depthBits = d;
glConfig.stencilBits = s;
}
glConfig.displayFrequency = 0;
// for r_fillWindowAlphaChan -1, see also the big comment above
glConfig.shouldFillWindowAlpha = false;
#if SDL_VERSION_ATLEAST(2, 0, 0)
const char* videoDriver = SDL_GetCurrentVideoDriver();
if (idStr::Icmp(videoDriver, "wayland") == 0) {
glConfig.shouldFillWindowAlpha = true;
}
#endif
break;
}
if (!window) {
common->Warning("No usable GL mode found: %s", SDL_GetError());
return false;
}
return true;
}
/*
===================
GLimp_SetScreenParms
===================
*/
bool GLimp_SetScreenParms(glimpParms_t parms) {
common->DPrintf("TODO: GLimp_ActivateContext\n");
return true;
}
/*
===================
GLimp_Shutdown
===================
*/
void GLimp_Shutdown() {
common->Printf("Shutting down OpenGL subsystem\n");
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (context) {
SDL_GL_DeleteContext(context);
context = NULL;
}
if (window) {
SDL_DestroyWindow(window);
window = NULL;
}
#endif
}
/*
===================
GLimp_SwapBuffers
===================
*/
void GLimp_SwapBuffers() {
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_GL_SwapWindow(window);
#else
SDL_GL_SwapBuffers();
#endif
}
static bool gammaOrigError = false;
static bool gammaOrigSet = false;
static unsigned short gammaOrigRed[256];
static unsigned short gammaOrigGreen[256];
static unsigned short gammaOrigBlue[256];
/*
=================
GLimp_SetGamma
=================
*/
void GLimp_SetGamma(unsigned short red[256], unsigned short green[256], unsigned short blue[256]) {
if (!window) {
common->Warning("GLimp_SetGamma called without window");
return;
}
if ( !gammaOrigSet ) {
gammaOrigSet = true;
#if SDL_VERSION_ATLEAST(2, 0, 0)
if ( SDL_GetWindowGammaRamp( window, gammaOrigRed, gammaOrigGreen, gammaOrigBlue ) == -1 ) {
#else
if ( SDL_GetGammaRamp( gammaOrigRed, gammaOrigGreen, gammaOrigBlue ) == -1 ) {
#endif
gammaOrigError = true;
common->Warning( "Failed to get Gamma Ramp: %s\n", SDL_GetError() );
}
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (SDL_SetWindowGammaRamp(window, red, green, blue))
#else
if (SDL_SetGammaRamp(red, green, blue))
#endif
common->Warning("Couldn't set gamma ramp: %s", SDL_GetError());
}
/*
=================
GLimp_ResetGamma
Restore original system gamma setting
=================
*/
void GLimp_ResetGamma() {
if( gammaOrigError ) {
common->Warning( "Can't reset hardware gamma because getting the Gamma Ramp at startup failed!\n" );
common->Warning( "You might have to restart the game for gamma/brightness in shaders to work properly.\n" );
return;
}
if( gammaOrigSet ) {
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_SetWindowGammaRamp( window, gammaOrigRed, gammaOrigGreen, gammaOrigBlue );
#else
SDL_SetGammaRamp( gammaOrigRed, gammaOrigGreen, gammaOrigBlue );
#endif
}
}
/*
=================
GLimp_ActivateContext
=================
*/
void GLimp_ActivateContext() {
common->DPrintf("TODO: GLimp_ActivateContext\n");
}
/*
=================
GLimp_DeactivateContext
=================
*/
void GLimp_DeactivateContext() {
common->DPrintf("TODO: GLimp_DeactivateContext\n");
}
/*
===================
GLimp_ExtensionPointer
===================
*/
GLExtension_t GLimp_ExtensionPointer(const char *name) {
assert(SDL_WasInit(SDL_INIT_VIDEO));
return (GLExtension_t)SDL_GL_GetProcAddress(name);
}
void GLimp_GrabInput(int flags) {
if (!window) {
common->Warning("GLimp_GrabInput called without window");
return;
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_ShowCursor( (flags & GRAB_HIDECURSOR) ? SDL_DISABLE : SDL_ENABLE );
SDL_SetRelativeMouseMode( (flags & GRAB_RELATIVEMOUSE) ? SDL_TRUE : SDL_FALSE );
SDL_SetWindowGrab( window, (flags & GRAB_GRABMOUSE) ? SDL_TRUE : SDL_FALSE );
#else
SDL_ShowCursor( (flags & GRAB_HIDECURSOR) ? SDL_DISABLE : SDL_ENABLE );
// ignore GRAB_GRABMOUSE, SDL1.2 doesn't support grabbing without relative mode
// so only grab if we want relative mode
SDL_WM_GrabInput( (flags & GRAB_RELATIVEMOUSE) ? SDL_GRAB_ON : SDL_GRAB_OFF );
#endif
}