mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-14 22:50:45 +00:00
Fix SDL window vs. Vulkan swapchain extent errors, align SDL vs. Win32 window handling & error logic
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parent
db79692287
commit
078eb4e779
3 changed files with 84 additions and 46 deletions
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@ -567,6 +567,8 @@ bool DeviceManager_VK::pickPhysicalDevice()
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m_DeviceParams.swapChainBufferCount = Max( surfaceCaps.minImageCount, m_DeviceParams.swapChainBufferCount );
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m_DeviceParams.swapChainBufferCount = surfaceCaps.maxImageCount > 0 ? Min( m_DeviceParams.swapChainBufferCount, surfaceCaps.maxImageCount ) : m_DeviceParams.swapChainBufferCount;
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/* SRS - Don't check extent here since window manager surfaceCaps may restrict extent to something smaller than requested
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- Instead, check and clamp extent to window manager surfaceCaps during swap chain creation inside createSwapChain()
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if( surfaceCaps.minImageExtent.width > requestedExtent.width ||
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surfaceCaps.minImageExtent.height > requestedExtent.height ||
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surfaceCaps.maxImageExtent.width < requestedExtent.width ||
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@ -578,6 +580,7 @@ bool DeviceManager_VK::pickPhysicalDevice()
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errorStream << " - " << surfaceCaps.maxImageExtent.width << "x" << surfaceCaps.maxImageExtent.height;
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deviceIsGood = false;
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}
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*/
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bool surfaceFormatPresent = false;
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for( const vk::SurfaceFormatKHR& surfaceFmt : surfaceFmts )
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@ -999,6 +1002,11 @@ bool DeviceManager_VK::createSwapChain()
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vk::ColorSpaceKHR::eSrgbNonlinear
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};
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// SRS - Clamp swap chain extent within the range supported by the device / window surface
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auto surfaceCaps = m_VulkanPhysicalDevice.getSurfaceCapabilitiesKHR( m_WindowSurface );
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m_DeviceParams.backBufferWidth = idMath::ClampInt( surfaceCaps.minImageExtent.width, surfaceCaps.maxImageExtent.width, m_DeviceParams.backBufferWidth );
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m_DeviceParams.backBufferHeight = idMath::ClampInt( surfaceCaps.minImageExtent.height, surfaceCaps.maxImageExtent.height, m_DeviceParams.backBufferHeight );
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vk::Extent2D extent = vk::Extent2D( m_DeviceParams.backBufferWidth, m_DeviceParams.backBufferHeight );
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std::unordered_set<uint32_t> uniqueQueues =
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@ -135,6 +135,10 @@ void DeviceManager::UpdateWindowSize( const glimpParms_t& parms )
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m_DeviceParams.vsyncEnabled = m_RequestedVSync;
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ResizeSwapChain();
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// SRS - Get actual swapchain dimensions to set new render size
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deviceManager->GetWindowDimensions( glConfig.nativeScreenWidth, glConfig.nativeScreenHeight );
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BackBufferResized();
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}
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else
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@ -195,7 +199,8 @@ static int GetDisplayIndex( glimpParms_t parms )
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{
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SDL_Rect rect;
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SDL_GetDisplayBounds( i, &rect );
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if( windowPosX >= rect.x && windowPosX < ( rect.x + rect.w ) && windowPosY >= rect.y && windowPosY < ( rect.y + rect.h ) )
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if( ( windowPosX >= rect.x && windowPosX < ( rect.x + rect.w ) && windowPosY >= rect.y && windowPosY < ( rect.y + rect.h ) ) ||
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( parms.x == SDL_WINDOWPOS_CENTERED_DISPLAY( i ) && parms.y == SDL_WINDOWPOS_CENTERED_DISPLAY( i ) ) )
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{
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displayIdx = i;
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break;
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@ -206,11 +211,18 @@ static int GetDisplayIndex( glimpParms_t parms )
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return displayIdx;
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}
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// SRS - Function to get display frequency of monitor hosting the current window
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// SRS - Function to get display frequency of monitor corresponding to the window position
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static int GetDisplayFrequency( glimpParms_t parms )
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{
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int displayIndex = GetDisplayIndex( parms );
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if( displayIndex < 0 )
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{
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// SRS - window is out of bounds for desktop, fall back to primary display
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displayIndex = 0;
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}
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SDL_DisplayMode m = {0};
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if( SDL_GetWindowDisplayMode( window, &m ) < 0 )
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if( SDL_GetCurrentDisplayMode( displayIndex, &m ) )
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{
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common->Warning( "Couldn't get display refresh rate, reason: %s", SDL_GetError() );
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return parms.displayHz;
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@ -255,8 +267,9 @@ bool VKimp_Init( glimpParms_t parms )
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}
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else if( GetDisplayIndex( parms ) < 0 ) // verify window position for -1 and -2 borderless modes
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{
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// SRS - window is out of bounds for desktop, startup on default display instead
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createParms.x = createParms.y = SDL_WINDOWPOS_UNDEFINED;
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// SRS - window is out of bounds for desktop, startup on primary display instead
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createParms.x = createParms.y = SDL_WINDOWPOS_CENTERED;
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common->Warning( "Window position out of bounds, falling back to primary display" );
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}
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if( !deviceManager->CreateWindowDeviceAndSwapChain( createParms, GAME_NAME ) )
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@ -280,7 +293,7 @@ bool VKimp_Init( glimpParms_t parms )
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}
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}
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// SRS - Move to fullscreen mode after window creation to avoid SDL platform differences
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// SRS - Switch into fullscreen mode after window creation to avoid SDL platform differences
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if( SDL_SetWindowFullscreen( window, SDL_WINDOW_FULLSCREEN ) < 0 )
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{
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common->Warning( "Couldn't switch to fullscreen mode, reason: %s", SDL_GetError() );
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@ -288,16 +301,28 @@ bool VKimp_Init( glimpParms_t parms )
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}
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else if( parms.fullScreen == -2 )
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{
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// SRS - Move to borderless fullscreen mode after window creation
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// SRS - Switch into borderless fullscreen mode after window creation
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if( SDL_SetWindowFullscreen( window, SDL_WINDOW_FULLSCREEN_DESKTOP ) < 0 )
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{
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common->Warning( "Couldn't switch to borderless fullscreen mode, reason: %s", SDL_GetError() );
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}
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}
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else if( parms.fullScreen == -1 )
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{
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// SRS - Make sure custom borderless window is in position after window creation
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SDL_SetWindowPosition( window, createParms.x, createParms.y );
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}
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// RB begin
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SDL_GetWindowSize( window, &glConfig.nativeScreenWidth, &glConfig.nativeScreenHeight );
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// RB end
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if( parms.fullScreen )
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{
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// SRS - Get window's client area dimensions to set initial render size for fullscreen modes
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SDL_GetWindowSize( window, &glConfig.nativeScreenWidth, &glConfig.nativeScreenHeight );
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}
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else
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{
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// SRS - Get actual swapchain dimensions to set initial render size for windowed mode
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deviceManager->GetWindowDimensions( glConfig.nativeScreenWidth, glConfig.nativeScreenHeight );
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}
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// SRS - Detect and save actual fullscreen state supporting all modes (-2, -1, 0, 1, ...)
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glConfig.isFullscreen = ( SDL_GetWindowFlags( window ) & SDL_WINDOW_FULLSCREEN ) || ( parms.fullScreen == -1 ) ? parms.fullScreen : 0;
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@ -371,9 +396,10 @@ static int ScreenParmsHandleDisplayIndex( glimpParms_t parms )
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int windowPosX = parms.x, windowPosY = parms.y;
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if( displayIdx < 0 )
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{
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// SRS - window is out of bounds for desktop, reposition onto default display
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windowPosX = windowPosY = SDL_WINDOWPOS_UNDEFINED;
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// SRS - window is out of bounds for desktop, reposition onto primary display
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displayIdx = 0;
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windowPosX = windowPosY = SDL_WINDOWPOS_CENTERED;
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common->Warning( "Window position out of bounds, falling back to primary display" );
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}
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// move window to the specified desktop position
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@ -434,8 +460,9 @@ static bool SetScreenParmsWindowed( glimpParms_t parms )
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int windowPosX = parms.x, windowPosY = parms.y;
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if( GetDisplayIndex( parms ) < 0 )
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{
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// SRS - window is out of bounds for desktop, reposition onto default display
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windowPosX = windowPosY = SDL_WINDOWPOS_UNDEFINED;
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// SRS - window is out of bounds for desktop, reposition onto primary display
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windowPosX = windowPosY = SDL_WINDOWPOS_CENTERED;
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common->Warning( "Window position out of bounds, falling back to primary display" );
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}
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// SRS - handle differences in WM behaviour: for macOS set position first, for linux set it last
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@ -496,8 +523,10 @@ bool VKimp_SetScreenParms( glimpParms_t parms )
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glConfig.isFullscreen = parms.fullScreen;
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glConfig.isStereoPixelFormat = parms.stereo;
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glConfig.nativeScreenWidth = parms.width;
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glConfig.nativeScreenHeight = parms.height;
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// SRS - Get window's client area dimensions to set new render size
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SDL_GetWindowSize( window, &glConfig.nativeScreenWidth, &glConfig.nativeScreenHeight );
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glConfig.displayFrequency = GetDisplayFrequency( parms );
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glConfig.multisamples = parms.multiSamples;
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@ -659,7 +659,7 @@ static bool GLW_GetWindowDimensions( const glimpParms_t parms, int& x, int& y, i
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{
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displayNotFound = true;
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displayNum = DisplayPrimary();
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idLib::Printf( "Can't find display for specified window position, falling back to display %i\n", displayNum + 1 );
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common->Warning( "Window position out of bounds, falling back to primary display" );
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}
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// get the current monitor position and size on the desktop, assuming
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@ -802,19 +802,17 @@ bool DeviceManager::CreateWindowDeviceAndSwapChain( const glimpParms_t& parms, c
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return false;
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}
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// SRS - For fullscreen borderless windowed mode == -2 need to use actual display dimensions
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if( parms.fullScreen == -2 )
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// SRS - Get window's client area dimensions to set initial swapchain size
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RECT rect;
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if( !GetClientRect( win32.hWnd, &rect ) )
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{
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m_DeviceParams.backBufferWidth = w;
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m_DeviceParams.backBufferHeight = h;
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}
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// otherwise use parms
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else
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{
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m_DeviceParams.backBufferWidth = parms.width;
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m_DeviceParams.backBufferHeight = parms.height;
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common->Printf( "^3GLW_CreateWindow() - GetClientRect() failed^0\n" );
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return false;
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}
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m_DeviceParams.backBufferWidth = rect.right - rect.left;
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m_DeviceParams.backBufferHeight = rect.bottom - rect.top;
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// RB
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m_DeviceParams.backBufferSampleCount = parms.multiSamples;
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m_DeviceParams.vsyncEnabled = m_RequestedVSync;
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@ -851,6 +849,10 @@ void DeviceManager::UpdateWindowSize( const glimpParms_t& parms )
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m_DeviceParams.vsyncEnabled = m_RequestedVSync;
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ResizeSwapChain();
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// SRS - Get actual swapchain dimensions to set new render size
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deviceManager->GetWindowDimensions( glConfig.nativeScreenWidth, glConfig.nativeScreenHeight );
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BackBufferResized();
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}
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else
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@ -1129,22 +1131,23 @@ bool GLimp_Init( glimpParms_t parms )
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glConfig.isFullscreen = parms.fullScreen;
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glConfig.isStereoPixelFormat = parms.stereo;
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// SRS - For fullscreen borderless windowed mode == -2 need to use actual display dimensions
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if( parms.fullScreen == -2 )
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if( parms.fullScreen )
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{
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int x, y, w, h;
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if( !GLW_GetWindowDimensions( parms, x, y, w, h ) )
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// SRS - Get window's client area dimensions to set initial render size for fullscreen modes
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RECT rect;
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if( !GetClientRect( win32.hWnd, &rect ) )
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{
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common->Printf( "^3GLimp_Init() - GetClientRect() failed^0\n" );
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return false;
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}
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glConfig.nativeScreenWidth = w;
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glConfig.nativeScreenHeight = h;
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glConfig.nativeScreenWidth = rect.right - rect.left;
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glConfig.nativeScreenHeight = rect.bottom - rect.top;
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}
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// otherwise use parms
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else
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{
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glConfig.nativeScreenWidth = parms.width;
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glConfig.nativeScreenHeight = parms.height;
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// SRS - Get actual swapchain dimensions to set initial render size for windowed mode
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deviceManager->GetWindowDimensions( glConfig.nativeScreenWidth, glConfig.nativeScreenHeight );
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}
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glConfig.displayFrequency = GetDisplayFrequency( parms );
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@ -1219,19 +1222,17 @@ bool GLimp_SetScreenParms( glimpParms_t parms )
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glConfig.isStereoPixelFormat = parms.stereo;
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// SRS - For fullscreen borderless windowed mode == -2 need to use actual display dimensions
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if( parms.fullScreen == -2 )
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// SRS - Get window's client area dimensions to set new render size
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RECT rect;
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if( !GetClientRect( win32.hWnd, &rect ) )
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{
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glConfig.nativeScreenWidth = w;
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glConfig.nativeScreenHeight = h;
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}
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// otherwise use parms
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else
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{
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glConfig.nativeScreenWidth = parms.width;
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glConfig.nativeScreenHeight = parms.height;
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common->Printf( "^3GLimp_SetScreenParms() - GetClientRect() failed^0\n" );
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return false;
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}
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glConfig.nativeScreenWidth = rect.right - rect.left;
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glConfig.nativeScreenHeight = rect.bottom - rect.top;
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glConfig.displayFrequency = GetDisplayFrequency( parms );
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glConfig.multisamples = parms.multiSamples;
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