mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 04:11:53 +00:00
8c02fb26b3
splitscreen can now properly be configured via build configs, and potentially more than just 4 seats. fix splitscreen and enemycolour forcing. forcing now works, but only when all seats are on/spectating the same team. fix demo playback issue with http urls with webgl that don't allow streaming. srgb fixes for the scoreboard. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5229 fc73d0e0-1445-4013-8a0c-d673dee63da5
343 lines
10 KiB
C
343 lines
10 KiB
C
#include "quakedef.h"
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#if defined(GLQUAKE) && defined(USE_EGL)
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#include "gl_videgl.h"
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extern cvar_t vid_vsync;
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EGLContext eglctx = EGL_NO_CONTEXT;
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EGLDisplay egldpy = EGL_NO_DISPLAY;
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EGLSurface eglsurf = EGL_NO_SURFACE;
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static dllhandle_t *egllibrary;
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static dllhandle_t *eslibrary;
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static EGLint (EGLAPIENTRY *qeglGetError)(void);
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static EGLDisplay (EGLAPIENTRY *qeglGetPlatformDisplay)(EGLenum platform, void *native_display, const EGLint *attrib_list);
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static EGLDisplay (EGLAPIENTRY *qeglGetDisplay)(EGLNativeDisplayType display_id);
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static EGLBoolean (EGLAPIENTRY *qeglInitialize)(EGLDisplay dpy, EGLint *major, EGLint *minor);
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static EGLBoolean (EGLAPIENTRY *qeglTerminate)(EGLDisplay dpy);
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static EGLBoolean (EGLAPIENTRY *qeglGetConfigs)(EGLDisplay dpy, EGLConfig *configs, EGLint config_size, EGLint *num_config);
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static EGLBoolean (EGLAPIENTRY *qeglChooseConfig)(EGLDisplay dpy, const EGLint *attrib_list, EGLConfig *configs, EGLint config_size, EGLint *num_config);
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static EGLSurface (EGLAPIENTRY *qeglCreatePlatformWindowSurface)(EGLDisplay dpy, EGLConfig config, void *native_window, const EGLint *attrib_list);
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static EGLSurface (EGLAPIENTRY *qeglCreateWindowSurface)(EGLDisplay dpy, EGLConfig config, EGLNativeWindowType win, const EGLint *attrib_list);
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static EGLBoolean (EGLAPIENTRY *qeglDestroySurface)(EGLDisplay dpy, EGLSurface surface);
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static EGLBoolean (EGLAPIENTRY *qeglQuerySurface)(EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint *value);
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static EGLBoolean (EGLAPIENTRY *qeglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
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static EGLBoolean (EGLAPIENTRY *qeglMakeCurrent)(EGLDisplay dpy, EGLSurface draw, EGLSurface read, EGLContext ctx);
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static EGLContext (EGLAPIENTRY *qeglCreateContext)(EGLDisplay dpy, EGLConfig config, EGLContext share_context, const EGLint *attrib_list);
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static EGLBoolean (EGLAPIENTRY *qeglDestroyContext)(EGLDisplay dpy, EGLContext ctx);
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static void * (EGLAPIENTRY *qeglGetProcAddress) (char *name);
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static EGLBoolean (EGLAPIENTRY *qeglSwapInterval) (EGLDisplay display, EGLint interval);
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static dllfunction_t qeglfuncs[] =
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{
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{(void*)&qeglGetError, "eglGetError"},
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{(void*)&qeglGetDisplay, "eglGetDisplay"},
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{(void*)&qeglInitialize, "eglInitialize"},
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{(void*)&qeglTerminate, "eglTerminate"},
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{(void*)&qeglGetConfigs, "eglGetConfigs"},
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{(void*)&qeglChooseConfig, "eglChooseConfig"},
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{(void*)&qeglCreateWindowSurface, "eglCreateWindowSurface"},
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{(void*)&qeglDestroySurface, "eglDestroySurface"},
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{(void*)&qeglQuerySurface, "eglQuerySurface"},
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{(void*)&qeglSwapBuffers, "eglSwapBuffers"},
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{(void*)&qeglMakeCurrent, "eglMakeCurrent"},
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{(void*)&qeglCreateContext, "eglCreateContext"},
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{(void*)&qeglDestroyContext, "eglDestroyContext"},
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{(void*)&qeglGetProcAddress, "eglGetProcAddress"},
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//EGL 1.1
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{(void*)&qeglSwapInterval, "eglSwapInterval"},
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{NULL}
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};
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void *EGL_Proc(char *f)
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{
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void *proc = NULL;
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/*
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char fname[512];
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{
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sprintf(fname, "wrap_%s", f);
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f = fname;
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}
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*/
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if (!proc)
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proc = Sys_GetAddressForName(eslibrary, f);
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if (!proc)
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proc = Sys_GetAddressForName(egllibrary, f);
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//eglGetProcAddress functions must work regardless of context...
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//FIXME: this means lots of false-positives.
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//as well as lots of thunks, which will result in slowdowns.
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if (qeglGetProcAddress)
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proc = qeglGetProcAddress(f);
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return proc;
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}
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const char *EGL_GetErrorString(int error)
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{
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switch(error)
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{
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case EGL_BAD_ACCESS: return "BAD_ACCESS";
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case EGL_BAD_ALLOC: return "BAD_ALLOC";
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case EGL_BAD_ATTRIBUTE: return "BAD_ATTRIBUTE";
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case EGL_BAD_CONFIG: return "BAD_CONFIG";
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case EGL_BAD_CONTEXT: return "BAD_CONEXT";
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case EGL_BAD_CURRENT_SURFACE: return "BAD_CURRENT_SURFACE";
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case EGL_BAD_DISPLAY: return "BAD_DISPLAY";
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case EGL_BAD_MATCH: return "BAD_MATCH";
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case EGL_BAD_NATIVE_PIXMAP: return "BAD_NATIVE_PIXMAP";
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case EGL_BAD_NATIVE_WINDOW: return "BAD_NATIVE_WINDOW";
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case EGL_BAD_PARAMETER: return "BAD_PARAMETER";
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case EGL_BAD_SURFACE: return "BAD_SURFACE";
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default: return va("EGL:%#x", error);
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}
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}
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void EGL_UnloadLibrary(void)
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{
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if (egllibrary)
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Sys_CloseLibrary(egllibrary);
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if (egllibrary == eslibrary)
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eslibrary = NULL;
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if (eslibrary)
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Sys_CloseLibrary(eslibrary);
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eslibrary = egllibrary = NULL;
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}
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qboolean EGL_LoadLibrary(char *driver)
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{
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/* linux seem to load glesv2 first for dependency issues.
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(most things are expected to statically link to their libs)
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strictly speaking, EGL says that functions should work regardless of context.
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(which of course makes portability a nightmare, especially on windows where static linking is basically impossible)
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(android's EGL bugs out if you use eglGetProcAddress for core functions too)
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*/
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Sys_Printf("Attempting to dlopen libGLESv2... ");
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eslibrary = Sys_LoadLibrary("libGLESv2", NULL);
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if (!eslibrary)
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{
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Sys_Printf("failed\n");
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// return false;
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}
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else
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Sys_Printf("success\n");
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#ifndef _WIN32
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if (!eslibrary)
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{
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eslibrary = dlopen("libGL.so.1.2", RTLD_NOW|RTLD_GLOBAL);
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if (eslibrary) Sys_Printf("Loaded libGL.so.1.2\n");
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}
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if (!eslibrary)
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{
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eslibrary = dlopen("libGL.so.1", RTLD_NOW|RTLD_GLOBAL);
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if (eslibrary) Sys_Printf("Loaded libGL.so.1\n");
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}
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if (!eslibrary)
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{
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eslibrary = dlopen("libGL", RTLD_NOW|RTLD_GLOBAL);
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if (eslibrary) Sys_Printf("Loaded libGL\n");
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}
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#endif
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if (!eslibrary)
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Sys_Printf("unable to load some libGL\n");
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Sys_Printf("Attempting to dlopen libEGL... ");
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egllibrary = Sys_LoadLibrary("libEGL", qeglfuncs);
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if (!egllibrary)
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{
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Sys_Printf("failed\n");
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Con_Printf("libEGL library not loadable\n");
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/* TODO: some implementations combine EGL/GLESv2 into single library... */
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Sys_CloseLibrary(eslibrary);
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return false;
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}
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Sys_Printf("success\n");
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//these are from egl1.5
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qeglGetPlatformDisplay = EGL_Proc("eglGetPlatformDisplay");
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qeglCreatePlatformWindowSurface = EGL_Proc("eglCreatePlatformWindowSurface");
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//and in case they arn't defined...
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if (!qeglGetPlatformDisplay) qeglGetPlatformDisplay = EGL_Proc("eglGetPlatformDisplayEXT");
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if (!qeglCreatePlatformWindowSurface) qeglCreatePlatformWindowSurface = EGL_Proc("eglCreatePlatformWindowSurfaceEXT");
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return true;
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}
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void EGL_Shutdown(void)
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{
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if (eglctx == EGL_NO_CONTEXT)
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return;
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qeglMakeCurrent(EGL_NO_DISPLAY, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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qeglDestroyContext(egldpy, eglctx);
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if (eglsurf != EGL_NO_SURFACE)
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qeglDestroySurface(egldpy, eglsurf);
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qeglTerminate(egldpy);
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eglctx = EGL_NO_CONTEXT;
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egldpy = EGL_NO_DISPLAY;
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eglsurf = EGL_NO_SURFACE;
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}
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static void EGL_UpdateSwapInterval(void)
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{
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int interval;
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vid_vsync.modified = false;
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if (*vid_vsync.string)
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interval = vid_vsync.ival;
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else
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interval = 1; //default is to always vsync, according to EGL docs, so lets just do that.
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if (qeglSwapInterval)
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qeglSwapInterval(egldpy, interval);
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}
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void EGL_SwapBuffers (void)
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{
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if (vid_vsync.modified)
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EGL_UpdateSwapInterval();
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TRACE(("EGL_SwapBuffers\n"));
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TRACE(("swapping buffers\n"));
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qeglSwapBuffers(egldpy, eglsurf);
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/* TODO: check result? */
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TRACE(("EGL_SwapBuffers done\n"));
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}
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qboolean EGL_Init (rendererstate_t *info, unsigned char *palette, int eglplat, void *nwindow, void *ndpy, EGLNativeWindowType windowid, EGLNativeDisplayType dpyid)
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{
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EGLint numconfig;
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EGLConfig cfg;
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EGLint major, minor;
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EGLint attrib[] =
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{
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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// EGL_BUFFER_SIZE, info->bpp,
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// EGL_SAMPLES, info->multisample,
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// EGL_STENCIL_SIZE, 8,
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EGL_ALPHA_MASK_SIZE, 0,
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EGL_DEPTH_SIZE, 16,
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EGL_RED_SIZE, 1,
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EGL_GREEN_SIZE, 1,
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EGL_BLUE_SIZE, 1,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
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EGL_NONE
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};
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EGLint wndattrib[] =
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{
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// EGL_GL_COLORSPACE_KHR, EGL_GL_COLORSPACE_LINEAR_KHR,
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EGL_NONE
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};
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EGLint contextattr[] =
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{
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EGL_CONTEXT_CLIENT_VERSION, 2, //requires EGL 1.3
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EGL_NONE, EGL_NONE
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};
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/* if (!EGL_LoadLibrary(""))
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{
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Con_Printf(CON_ERROR "EGL: unable to load library!\n");
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return false;
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}
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*/
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if (qeglGetPlatformDisplay && eglplat)
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egldpy = qeglGetPlatformDisplay(eglplat, ndpy, NULL/*attribs*/);
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else
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egldpy = qeglGetDisplay(dpyid);
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if (egldpy == EGL_NO_DISPLAY)
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{
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Con_Printf(CON_WARNING "EGL: creating default display\n");
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egldpy = qeglGetDisplay(EGL_DEFAULT_DISPLAY);
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}
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if (egldpy == EGL_NO_DISPLAY)
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{
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Con_Printf(CON_ERROR "EGL: can't get display!\n");
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return false;
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}
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//NOTE: mesa's egl really loves to crash on this call, and I define crash as 'anything that fails to return to caller', which fucks everything up.
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if (!qeglInitialize(egldpy, &major, &minor))
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{
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Con_Printf(CON_ERROR "EGL: can't initialize display!\n");
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return false;
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}
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/*
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if (!qeglGetConfigs(egldpy, NULL, 0, &numconfigs) || !numconfigs)
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{
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Con_Printf(CON_ERROR "EGL: can't get configs!\n");
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return false;
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}
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*/
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if (!qeglChooseConfig(egldpy, attrib, &cfg, 1, &numconfig))
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{
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Con_Printf(CON_ERROR "EGL: can't choose config!\n");
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return false;
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}
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if (!numconfig)
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{
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Con_Printf(CON_ERROR "EGL: no configs!\n");
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return false;
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}
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if (qeglCreatePlatformWindowSurface)
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eglsurf = qeglCreatePlatformWindowSurface(egldpy, cfg, nwindow, info->srgb?wndattrib:NULL);
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else
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eglsurf = qeglCreateWindowSurface(egldpy, cfg, windowid, info->srgb?wndattrib:NULL);
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if (eglsurf == EGL_NO_SURFACE)
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{
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int err = qeglGetError();
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if (eglplat == EGL_PLATFORM_WAYLAND_KHR && err == EGL_BAD_CONTEXT) //slightly more friendly error that slags off nvidia for their refusal to implement existing standards, as is apparently appropriate.
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Con_Printf(CON_ERROR "EGL: eglCreateWindowSurface failed: Bad Display. This often happens with nvidia... Try different drivers...\n");
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else
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Con_Printf(CON_ERROR "EGL: eglCreateWindowSurface failed: %s\n", EGL_GetErrorString(err));
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return false;
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}
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eglctx = qeglCreateContext(egldpy, cfg, EGL_NO_SURFACE, contextattr);
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if (eglctx == EGL_NO_CONTEXT)
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{
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Con_Printf(CON_ERROR "EGL: no context!\n");
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return false;
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}
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if (!qeglMakeCurrent(egldpy, eglsurf, eglsurf, eglctx))
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{
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Con_Printf(CON_ERROR "EGL: can't make current!\n");
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return false;
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}
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if (eglplat == EGL_PLATFORM_WAYLAND_KHR)
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{ //if we don't do this, only the first frame will get displayed, and we'll lock up
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qeglSwapInterval = NULL;
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Con_DPrintf(CON_WARNING"Wayland: Disabling vsync controls to work around wayland bug\n");
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}
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EGL_UpdateSwapInterval();
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return true;
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}
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#endif
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