Removed obsolete sdl_glimp.cpp

This commit is contained in:
Robert Beckebans 2023-03-11 12:49:44 +01:00
parent e5519c5fc4
commit 1c2380e285
3 changed files with 8 additions and 910 deletions

View file

@ -1102,16 +1102,6 @@ file(GLOB COMMON_SOURCES sys/common/*.cpp)
file(GLOB SDL_INCLUDES sys/sdl/*.h)
file(GLOB SDL_SOURCES sys/sdl/*.cpp)
if(UNIX)
#if(USE_VULKAN)
get_filename_component(sdl_glimp_cpp_full_path ${CMAKE_CURRENT_SOURCE_DIR}/sys/sdl/sdl_glimp.cpp ABSOLUTE)
list(REMOVE_ITEM SDL_SOURCES "${sdl_glimp_cpp_full_path}")
#else()
# get_filename_component(sdl_vkimp_cpp_full_path ${CMAKE_CURRENT_SOURCE_DIR}/sys/sdl/sdl_vkimp.cpp ABSOLUTE)
# list(REMOVE_ITEM SDL_SOURCES "${sdl_vkimp_cpp_full_path}")
#endif()
endif()
source_group("aas" FILES ${AAS_INCLUDES})
source_group("aas" FILES ${AAS_SOURCES})

View file

@ -1,852 +0,0 @@
/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
Copyright (C) 2012 dhewg (dhewm3)
Copyright (C) 2012-2014 Robert Beckebans
Copyright (C) 2013 Daniel Gibson
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 "../../idlib/precompiled.h"
#include <GL/glew.h>
// DG: SDL.h somehow needs the following functions, so #undef those silly
// "don't use" #defines from Str.h
#undef strncmp
#undef strcasecmp
#undef vsnprintf
// DG end
#include <SDL.h>
#include "renderer/RenderCommon.h"
#include "sdl_local.h"
idCVar in_nograb( "in_nograb", "0", CVAR_SYSTEM | CVAR_NOCHEAT, "prevents input grabbing" );
// RB: FIXME this shit. We need the OpenGL alpha channel for advanced rendering effects
idCVar r_waylandcompat( "r_waylandcompat", "0", CVAR_SYSTEM | CVAR_NOCHEAT | CVAR_ARCHIVE, "wayland compatible framebuffer" );
// RB: only relevant if using SDL 2.0
#if defined(__APPLE__)
// only core profile is supported on OS X
idCVar r_useOpenGL32( "r_useOpenGL32", "2", CVAR_INTEGER, "0 = OpenGL 3.x, 1 = OpenGL 3.2 compatibility profile, 2 = OpenGL 3.2 core profile", 0, 2 );
#elif defined(__linux__)
// Linux open source drivers suck
idCVar r_useOpenGL32( "r_useOpenGL32", "0", CVAR_INTEGER, "0 = OpenGL 3.x, 1 = OpenGL 3.2 compatibility profile, 2 = OpenGL 3.2 core profile", 0, 2 );
#else
idCVar r_useOpenGL32( "r_useOpenGL32", "1", CVAR_INTEGER, "0 = OpenGL 3.x, 1 = OpenGL 3.2 compatibility profile, 2 = OpenGL 3.2 core profile", 0, 2 );
#endif
// RB end
static bool grabbed = false;
#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
#define SDL_WINDOW_RESIZABLE SDL_RESIZABLE
#endif
/*
===================
GLimp_PreInit
R_GetModeListForDisplay is called before GLimp_Init(), but SDL needs SDL_Init() first.
So do that in GLimp_PreInit()
Calling that function more than once doesn't make a difference
===================
*/
void GLimp_PreInit() // DG: added this function for SDL compatibility
{
if( !SDL_WasInit( SDL_INIT_VIDEO ) )
{
if( SDL_Init( SDL_INIT_VIDEO ) )
{
common->Error( "Error while initializing SDL: %s", SDL_GetError() );
}
}
}
/*
===================
GLimp_Init
===================
*/
bool GLimp_Init( glimpParms_t parms )
{
#ifdef USE_VULKAN
return true;
#endif
common->Printf( "Initializing OpenGL subsystem\n" );
GLimp_PreInit(); // DG: make sure SDL is initialized
// DG: make window resizable
Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
// DG end
if( parms.fullScreen )
{
flags |= SDL_WINDOW_FULLSCREEN;
}
int colorbits = 24;
int depthbits = 24;
int stencilbits = 8;
for( int i = 0; i < 16; i++ )
{
// 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;
}
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 );
if( r_waylandcompat.GetBool() )
{
SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 0 );
}
else
{
SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, channelcolorbits );
}
SDL_GL_SetAttribute( SDL_GL_STEREO, parms.stereo ? 1 : 0 );
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, parms.multiSamples ? 1 : 0 );
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, parms.multiSamples );
#if SDL_VERSION_ATLEAST(2, 0, 0)
// RB begin
if( r_useOpenGL32.GetInteger() > 0 )
{
glConfig.driverType = GLDRV_OPENGL32_COMPATIBILITY_PROFILE;
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 2 );
if( r_debugContext.GetBool() )
{
SDL_GL_SetAttribute( SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG );
}
}
if( r_useOpenGL32.GetInteger() > 1 )
{
glConfig.driverType = GLDRV_OPENGL32_CORE_PROFILE;
SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE );
}
// RB end
// DG: set display num for fullscreen
int windowPos = SDL_WINDOWPOS_UNDEFINED;
if( parms.fullScreen > 0 )
{
if( parms.fullScreen > SDL_GetNumVideoDisplays() )
{
common->Warning( "Couldn't set display to num %i because we only have %i displays",
parms.fullScreen, SDL_GetNumVideoDisplays() );
}
else
{
// -1 because SDL starts counting displays at 0, while parms.fullScreen starts at 1
windowPos = SDL_WINDOWPOS_UNDEFINED_DISPLAY( ( parms.fullScreen - 1 ) );
}
}
// TODO: if parms.fullScreen == -1 there should be a borderless window spanning multiple displays
/*
* NOTE that this implicitly handles parms.fullScreen == -2 (from r_fullscreen -2) meaning
* "do fullscreen, but I don't care on what monitor", at least on my box it's the monitor with
* the mouse cursor.
*/
window = SDL_CreateWindow( GAME_NAME,
windowPos,
windowPos,
parms.width, parms.height, flags );
// DG end
context = SDL_GL_CreateContext( window );
if( !window )
{
common->DPrintf( "Couldn't set GL mode %d/%d/%d: %s",
channelcolorbits, tdepthbits, tstencilbits, SDL_GetError() );
continue;
}
if( SDL_GL_SetSwapInterval( r_swapInterval.GetInteger() ) < 0 )
{
common->Warning( "SDL_GL_SWAP_CONTROL not supported" );
}
// RB begin
SDL_GetWindowSize( window, &glConfig.nativeScreenWidth, &glConfig.nativeScreenHeight );
// RB end
glConfig.isFullscreen = ( SDL_GetWindowFlags( window ) & SDL_WINDOW_FULLSCREEN ) == SDL_WINDOW_FULLSCREEN;
#else
glConfig.driverType = GLDRV_OPENGL3X;
SDL_WM_SetCaption( GAME_NAME, GAME_NAME );
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() );
continue;
}
glConfig.nativeScreenWidth = window->w;
glConfig.nativeScreenHeight = window->h;
glConfig.isFullscreen = ( window->flags & SDL_FULLSCREEN ) == SDL_FULLSCREEN;
#endif
common->Printf( "Using %d color bits, %d depth, %d stencil display\n",
channelcolorbits, tdepthbits, tstencilbits );
glConfig.colorBits = tcolorbits;
glConfig.depthBits = tdepthbits;
glConfig.stencilBits = tstencilbits;
// RB begin
glConfig.displayFrequency = 60;
glConfig.isStereoPixelFormat = parms.stereo;
glConfig.multisamples = parms.multiSamples;
glConfig.pixelAspect = 1.0f; // FIXME: some monitor modes may be distorted
// should side-by-side stereo modes be consider aspect 0.5?
// RB end
break;
}
if( !window )
{
common->Printf( "No usable GL mode found: %s", SDL_GetError() );
return false;
}
#ifdef __APPLE__
glewExperimental = GL_TRUE;
#endif
GLenum glewResult = glewInit();
if( GLEW_OK != glewResult )
{
// glewInit failed, something is seriously wrong
common->Printf( "^3GLimp_Init() - GLEW could not load OpenGL subsystem: %s", glewGetErrorString( glewResult ) );
}
else
{
common->Printf( "Using GLEW %s\n", glewGetString( GLEW_VERSION ) );
}
#if defined(__APPLE__) && SDL_VERSION_ATLEAST(2, 0, 2)
// SRS - On OSX enable SDL2 relative mouse mode warping to capture mouse properly if outside of window
SDL_SetHintWithPriority( SDL_HINT_MOUSE_RELATIVE_MODE_WARP, "1", SDL_HINT_OVERRIDE );
#endif
// DG: disable cursor, we have two cursors in menu (because mouse isn't grabbed in menu)
SDL_ShowCursor( SDL_DISABLE );
// DG end
return true;
}
/*
===================
Helper functions for GLimp_SetScreenParms()
===================
*/
#if SDL_VERSION_ATLEAST(2, 0, 0)
// SDL1 doesn't support multiple displays, so the source is much shorter and doesn't need separate functions
// makes sure the window will be full-screened on the right display and returns the SDL display index
static int ScreenParmsHandleDisplayIndex( glimpParms_t parms )
{
int displayIdx;
if( parms.fullScreen > 0 )
{
displayIdx = parms.fullScreen - 1; // first display for SDL is 0, in parms it's 1
}
else // -2 == use current display
{
displayIdx = SDL_GetWindowDisplayIndex( window );
if( displayIdx < 0 ) // for some reason the display for the window couldn't be detected
{
displayIdx = 0;
}
}
if( parms.fullScreen > SDL_GetNumVideoDisplays() )
{
common->Warning( "Can't set fullscreen mode to display number %i, because SDL2 only knows about %i displays!",
parms.fullScreen, SDL_GetNumVideoDisplays() );
return -1;
}
if( parms.fullScreen != glConfig.isFullscreen )
{
// we have to switch to another display
if( glConfig.isFullscreen )
{
// if we're already in fullscreen mode but want to switch to another monitor
// we have to go to windowed mode first to move the window.. SDL-oddity.
SDL_SetWindowFullscreen( window, SDL_FALSE );
}
// select display ; SDL_WINDOWPOS_UNDEFINED_DISPLAY() doesn't work.
int x = SDL_WINDOWPOS_CENTERED_DISPLAY( displayIdx );
// move window to the center of selected display
SDL_SetWindowPosition( window, x, x );
}
return displayIdx;
}
static bool SetScreenParmsFullscreen( glimpParms_t parms )
{
SDL_DisplayMode m = {0};
int displayIdx = ScreenParmsHandleDisplayIndex( parms );
if( displayIdx < 0 )
{
return false;
}
// get current mode of display the window should be full-screened on
SDL_GetCurrentDisplayMode( displayIdx, &m );
// change settings in that display mode according to parms
// FIXME: check if refreshrate, width and height are supported?
// m.refresh_rate = parms.displayHz;
m.w = parms.width;
m.h = parms.height;
// set that displaymode
if( SDL_SetWindowDisplayMode( window, &m ) < 0 )
{
common->Warning( "Couldn't set window mode for fullscreen, reason: %s", SDL_GetError() );
return false;
}
// if we're currently not in fullscreen mode, we need to switch to fullscreen
if( !( SDL_GetWindowFlags( window ) & SDL_WINDOW_FULLSCREEN ) )
{
if( SDL_SetWindowFullscreen( window, SDL_TRUE ) < 0 )
{
common->Warning( "Couldn't switch to fullscreen mode, reason: %s!", SDL_GetError() );
return false;
}
}
return true;
}
static bool SetScreenParmsWindowed( glimpParms_t parms )
{
SDL_SetWindowSize( window, parms.width, parms.height );
SDL_SetWindowPosition( window, parms.x, parms.y );
// if we're currently in fullscreen mode, we need to disable that
if( SDL_GetWindowFlags( window ) & SDL_WINDOW_FULLSCREEN )
{
if( SDL_SetWindowFullscreen( window, SDL_FALSE ) < 0 )
{
common->Warning( "Couldn't switch to windowed mode, reason: %s!", SDL_GetError() );
return false;
}
}
return true;
}
#endif // SDL_VERSION_ATLEAST(2, 0, 0)
/*
===================
GLimp_SetScreenParms
===================
*/
bool GLimp_SetScreenParms( glimpParms_t parms )
{
#ifdef USE_VULKAN
return true;
#endif
#if SDL_VERSION_ATLEAST(2, 0, 0)
if( parms.fullScreen > 0 || parms.fullScreen == -2 )
{
if( !SetScreenParmsFullscreen( parms ) )
{
return false;
}
}
else if( parms.fullScreen == 0 ) // windowed mode
{
if( !SetScreenParmsWindowed( parms ) )
{
return false;
}
}
else
{
common->Warning( "GLimp_SetScreenParms: fullScreen -1 (borderless window for multiple displays) currently unsupported!" );
return false;
}
#else // SDL 1.2 - so much shorter, but doesn't handle multiple displays
SDL_Surface* s = SDL_GetVideoSurface();
if( s == NULL )
{
common->Warning( "GLimp_SetScreenParms: Couldn't get video information, reason: %s", SDL_GetError() );
return false;
}
int bitsperpixel = 24;
if( s->format )
{
bitsperpixel = s->format->BitsPerPixel;
}
Uint32 flags = s->flags;
if( parms.fullScreen )
{
flags |= SDL_FULLSCREEN;
}
else
{
flags &= ~SDL_FULLSCREEN;
}
s = SDL_SetVideoMode( parms.width, parms.height, bitsperpixel, flags );
if( s == NULL )
{
common->Warning( "GLimp_SetScreenParms: Couldn't set video information, reason: %s", SDL_GetError() );
return false;
}
#endif // SDL_VERSION_ATLEAST(2, 0, 0)
// Note: the following stuff would also work with SDL1.2
SDL_GL_SetAttribute( SDL_GL_STEREO, parms.stereo ? 1 : 0 );
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, parms.multiSamples ? 1 : 0 );
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, parms.multiSamples );
glConfig.isFullscreen = parms.fullScreen;
glConfig.isStereoPixelFormat = parms.stereo;
glConfig.nativeScreenWidth = parms.width;
glConfig.nativeScreenHeight = parms.height;
glConfig.displayFrequency = parms.displayHz;
glConfig.multisamples = parms.multiSamples;
return true;
}
/*
===================
GLimp_Shutdown
===================
*/
void GLimp_Shutdown()
{
#ifdef USE_VULKAN
common->Printf( "Shutting down Vulkan subsystem\n" );
return;
#else
common->Printf( "Shutting down OpenGL subsystem\n" );
#endif
#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
===================
*/
#ifndef USE_VULKAN
void GLimp_SwapBuffers()
{
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_GL_SwapWindow( window );
#else
SDL_GL_SwapBuffers();
#endif
}
#endif
/*
=================
GLimp_SetGamma
=================
*/
void GLimp_SetGamma( unsigned short red[256], unsigned short green[256], unsigned short blue[256] )
{
#ifndef USE_VULKAN
if( !window )
{
common->Warning( "GLimp_SetGamma called without window" );
return;
}
#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() );
#endif
}
/*
===================
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 )
{
bool grab = flags & GRAB_ENABLE;
if( grab && ( flags & GRAB_REENABLE ) )
{
grab = false;
}
if( flags & GRAB_SETSTATE )
{
grabbed = grab;
}
if( in_nograb.GetBool() )
{
grab = false;
}
if( !window )
{
common->Warning( "GLimp_GrabInput called without window" );
return;
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
// DG: disabling the cursor is now done once in GLimp_Init() because it should always be disabled
// DG: check for GRAB_ENABLE instead of GRAB_HIDECURSOR because we always wanna hide it
SDL_SetRelativeMouseMode( flags & GRAB_ENABLE ? SDL_TRUE : SDL_FALSE );
SDL_SetWindowGrab( window, grab ? SDL_TRUE : SDL_FALSE );
#else
// DG end
SDL_WM_GrabInput( grab ? SDL_GRAB_ON : SDL_GRAB_OFF );
#endif
}
/*
====================
DumpAllDisplayDevices
====================
*/
void DumpAllDisplayDevices()
{
common->DPrintf( "TODO: DumpAllDisplayDevices\n" );
}
class idSort_VidMode : public idSort_Quick< vidMode_t, idSort_VidMode >
{
public:
int Compare( const vidMode_t& a, const vidMode_t& b ) const
{
int wd = a.width - b.width;
int hd = a.height - b.height;
int fd = a.displayHz - b.displayHz;
return ( hd != 0 ) ? hd : ( wd != 0 ) ? wd : fd;
}
};
// RB: resolutions supported by XreaL
static void FillStaticVidModes( idList<vidMode_t>& modeList )
{
modeList.AddUnique( vidMode_t( 320, 240, 60 ) );
modeList.AddUnique( vidMode_t( 400, 300, 60 ) );
modeList.AddUnique( vidMode_t( 512, 384, 60 ) );
modeList.AddUnique( vidMode_t( 640, 480, 60 ) );
modeList.AddUnique( vidMode_t( 800, 600, 60 ) );
modeList.AddUnique( vidMode_t( 960, 720, 60 ) );
modeList.AddUnique( vidMode_t( 1024, 768, 60 ) );
modeList.AddUnique( vidMode_t( 1152, 864, 60 ) );
modeList.AddUnique( vidMode_t( 1280, 720, 60 ) );
modeList.AddUnique( vidMode_t( 1280, 768, 60 ) );
modeList.AddUnique( vidMode_t( 1280, 800, 60 ) );
modeList.AddUnique( vidMode_t( 1280, 1024, 60 ) );
modeList.AddUnique( vidMode_t( 1360, 768, 60 ) );
modeList.AddUnique( vidMode_t( 1440, 900, 60 ) );
modeList.AddUnique( vidMode_t( 1680, 1050, 60 ) );
modeList.AddUnique( vidMode_t( 1600, 1200, 60 ) );
modeList.AddUnique( vidMode_t( 1920, 1080, 60 ) );
modeList.AddUnique( vidMode_t( 1920, 1200, 60 ) );
modeList.AddUnique( vidMode_t( 2048, 1536, 60 ) );
modeList.AddUnique( vidMode_t( 2560, 1600, 60 ) );
modeList.SortWithTemplate( idSort_VidMode() );
}
/*
====================
R_GetModeListForDisplay
====================
*/
bool R_GetModeListForDisplay( const int requestedDisplayNum, idList<vidMode_t>& modeList )
{
assert( requestedDisplayNum >= 0 );
modeList.Clear();
#if SDL_VERSION_ATLEAST(2, 0, 0)
// DG: SDL2 implementation
if( requestedDisplayNum >= SDL_GetNumVideoDisplays() )
{
// requested invalid displaynum
return false;
}
int numModes = SDL_GetNumDisplayModes( requestedDisplayNum );
if( numModes > 0 )
{
for( int i = 0; i < numModes; i++ )
{
SDL_DisplayMode m;
int ret = SDL_GetDisplayMode( requestedDisplayNum, i, &m );
if( ret != 0 )
{
common->Warning( "Can't get video mode no %i, because of %s\n", i, SDL_GetError() );
continue;
}
vidMode_t mode;
mode.width = m.w;
mode.height = m.h;
mode.displayHz = m.refresh_rate ? m.refresh_rate : 60; // default to 60 if unknown (0)
modeList.AddUnique( mode );
}
if( modeList.Num() < 1 )
{
common->Warning( "Couldn't get a single video mode for display %i, using default ones..!\n", requestedDisplayNum );
FillStaticVidModes( modeList );
}
// sort with lowest resolution first
modeList.SortWithTemplate( idSort_VidMode() );
}
else
{
common->Warning( "Can't get Video Info, using default modes...\n" );
if( numModes < 0 )
{
common->Warning( "Reason was: %s\n", SDL_GetError() );
}
FillStaticVidModes( modeList );
}
return true;
// DG end
#else // SDL 1
// DG: SDL1 only knows of one display - some functions rely on
// R_GetModeListForDisplay() returning false for invalid displaynum to iterate all displays
if( requestedDisplayNum >= 1 )
{
return false;
}
// DG end
const SDL_VideoInfo* videoInfo = SDL_GetVideoInfo();
if( videoInfo == NULL )
{
// DG: yes, this can actually fail, e.g. if SDL_Init( SDL_INIT_VIDEO ) wasn't called
common->Warning( "Can't get Video Info, using default modes...\n" );
FillStaticVidModes( modeList );
return true;
}
SDL_Rect** modes = SDL_ListModes( videoInfo->vfmt, SDL_OPENGL | SDL_FULLSCREEN );
if( !modes )
{
common->Warning( "Can't get list of available modes, using default ones...\n" );
FillStaticVidModes( modeList );
return true;
}
if( modes == ( SDL_Rect** ) - 1 )
{
common->Printf( "Display supports any resolution\n" );
FillStaticVidModes( modeList );
return true;
}
int numModes;
for( numModes = 0; modes[numModes]; numModes++ );
if( numModes > 1 )
{
for( int i = 0; i < numModes; i++ )
{
vidMode_t mode;
mode.width = modes[i]->w;
mode.height = modes[i]->h;
mode.displayHz = 60; // FIXME;
modeList.AddUnique( mode );
}
// sort with lowest resolution first
modeList.SortWithTemplate( idSort_VidMode() );
return true;
}
return false;
#endif
}

View file

@ -6,6 +6,7 @@ Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
Copyright (C) 2012 dhewg (dhewm3)
Copyright (C) 2012-2014 Robert Beckebans
Copyright (C) 2013 Daniel Gibson
Copyright (C) 2023 Stephen Saunders
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
@ -46,10 +47,8 @@ If you have questions concerning this license or the applicable additional terms
#include "renderer/RenderCommon.h"
#include "sdl_local.h"
#if defined( USE_NVRHI )
#include <sys/DeviceManager.h>
extern DeviceManager* deviceManager;
#endif
#include <sys/DeviceManager.h>
extern DeviceManager* deviceManager;
idCVar in_nograb( "in_nograb", "0", CVAR_SYSTEM | CVAR_NOCHEAT, "prevents input grabbing" );
@ -69,9 +68,6 @@ idCVar r_waylandcompat( "r_waylandcompat", "0", CVAR_SYSTEM | CVAR_NOCHEAT | CVA
// RB end
static bool grabbed = false;
//vulkanContext_t vkcontext; // Eric: I added this to pass SDL_Window* window to the SDL_Vulkan_* methods that are used else were.
static SDL_Window* window = nullptr;
// Eric: Integrate this into RBDoom3BFG's source code ecosystem.
@ -88,7 +84,6 @@ std::vector<const char*> get_required_extensions()
return sdlInstanceExtensions;
}
#if defined( USE_NVRHI )
// SRS - Helper method for creating SDL Vulkan surface within DeviceManager_VK() when NVRHI enabled
vk::Result DeviceManager::CreateSDLWindowSurface( vk::Instance instance, vk::SurfaceKHR* surface )
{
@ -162,7 +157,6 @@ void DeviceManager::UpdateWindowSize( const glimpParms_t& parms )
m_DeviceParams.vsyncEnabled = m_RequestedVSync;
}
}
#endif
/*
===================
@ -197,7 +191,7 @@ static int GetDisplayFrequency( glimpParms_t parms )
return m.refresh_rate;
}
/* Eric: Is the majority of this function not needed since switching from GL to Vulkan?
/*
===================
VKimp_Init
===================
@ -207,7 +201,8 @@ bool VKimp_Init( glimpParms_t parms )
common->Printf( "Initializing Vulkan subsystem\n" );
VKimp_PreInit(); // DG: make sure SDL is initialized
// DG: make sure SDL is initialized
VKimp_PreInit();
// DG: make window resizable
Uint32 flags = SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE;
@ -331,21 +326,10 @@ bool VKimp_Init( glimpParms_t parms )
* the mouse cursor.
*/
#if defined( USE_NVRHI )
glimpParms_t createParms = parms;
createParms.x = createParms.y = windowPos;
if( !deviceManager->CreateWindowDeviceAndSwapChain( createParms, GAME_NAME ) )
#else
window = SDL_CreateWindow( GAME_NAME,
windowPos,
windowPos,
parms.width, parms.height, flags );
vkcontext.sdlWindow = window;
if( !window )
#endif
{
common->DPrintf( "Couldn't set Vulkan mode %d/%d/%d: %s",
channelcolorbits, tdepthbits, tstencilbits, SDL_GetError() );
@ -371,15 +355,9 @@ bool VKimp_Init( glimpParms_t parms )
glConfig.isFullscreen = ( SDL_GetWindowFlags( window ) & SDL_WINDOW_FULLSCREEN ) == SDL_WINDOW_FULLSCREEN;
#if !defined( USE_NVRHI )
common->Printf( "Using %d color bits, %d depth, %d stencil display\n",
channelcolorbits, tdepthbits, tstencilbits );
glConfig.colorBits = tcolorbits;
glConfig.depthBits = tdepthbits;
glConfig.stencilBits = tstencilbits;
#endif
// RB begin
glConfig.displayFrequency = GetDisplayFrequency( parms );
glConfig.isStereoPixelFormat = parms.stereo;
@ -542,7 +520,6 @@ VKimp_SetScreenParms
*/
bool VKimp_SetScreenParms( glimpParms_t parms )
{
if( parms.fullScreen > 0 || parms.fullScreen == -2 )
{
if( !SetScreenParmsFullscreen( parms ) )
@ -573,12 +550,10 @@ bool VKimp_SetScreenParms( glimpParms_t parms )
return true;
}
#if defined( USE_NVRHI )
void DeviceManager::Shutdown()
{
DestroyDeviceAndSwapChain();
}
#endif
/*
===================
@ -589,12 +564,10 @@ void VKimp_Shutdown()
{
common->Printf( "Shutting down Vulkan subsystem\n" );
#if defined( USE_NVRHI )
if( deviceManager )
{
deviceManager->Shutdown();
}
#endif
if( window )
{
@ -611,7 +584,6 @@ VKimp_SetGamma
*/
void VKimp_SetGamma( unsigned short red[256], unsigned short green[256], unsigned short blue[256] )
{
#ifndef USE_VULKAN
if( !window )
{
common->Warning( "VKimp_SetGamma called without window" );
@ -624,22 +596,8 @@ void VKimp_SetGamma( unsigned short red[256], unsigned short green[256], unsigne
if( SDL_SetGammaRamp( red, green, blue ) )
#endif
common->Warning( "Couldn't set gamma ramp: %s", SDL_GetError() );
#endif
}
/*
===================
VKimp_ExtensionPointer
===================
*/
/*
GLExtension_t VKimp_ExtensionPointer(const char *name) {
assert(SDL_WasInit(SDL_INIT_VIDEO));
return (GLExtension_t)SDL_GL_GetProcAddress(name);
}
*/
void VKimp_GrabInput( int flags )
{
bool grab = flags & GRAB_ENABLE;
@ -718,6 +676,8 @@ static void FillStaticVidModes( idList<vidMode_t>& modeList )
modeList.AddUnique( vidMode_t( 1920, 1200, 60 ) );
modeList.AddUnique( vidMode_t( 2048, 1536, 60 ) );
modeList.AddUnique( vidMode_t( 2560, 1600, 60 ) );
modeList.AddUnique( vidMode_t( 2560, 1600, 60 ) );
modeList.AddUnique( vidMode_t( 3840, 2160, 60 ) );
modeList.SortWithTemplate( idSort_VidMode() );
}