/* ** sdlglvideo.cpp ** **--------------------------------------------------------------------------- ** Copyright 2005-2016 Christoph Oelckers et.al. ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ // HEADER FILES ------------------------------------------------------------ #include "i_module.h" #include "i_soundinternal.h" #include "i_system.h" #include "i_video.h" #include "m_argv.h" #include "v_video.h" #include "version.h" #include "c_console.h" #include "c_dispatch.h" #include "printf.h" #include "hardware.h" #include "gl_sysfb.h" #include "gl_system.h" #include "gl_renderer.h" #include "gl_framebuffer.h" #ifdef HAVE_GLES2 #include "gles_framebuffer.h" #endif #ifdef HAVE_VULKAN #include "vulkan/system/vk_framebuffer.h" #endif // MACROS ------------------------------------------------------------------ #if defined HAVE_VULKAN #include #endif // HAVE_VULKAN // TYPES ------------------------------------------------------------------- // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- // EXTERNAL DATA DECLARATIONS ---------------------------------------------- extern IVideo *Video; EXTERN_CVAR (Int, vid_adapter) EXTERN_CVAR (Int, vid_displaybits) EXTERN_CVAR (Int, vid_defwidth) EXTERN_CVAR (Int, vid_defheight) EXTERN_CVAR (Bool, cl_capfps) // PUBLIC DATA DEFINITIONS ------------------------------------------------- CUSTOM_CVAR(Bool, gl_debug, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL) { Printf("This won't take effect until " GAMENAME " is restarted.\n"); } CUSTOM_CVAR(Bool, gl_es, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL) { Printf("This won't take effect until " GAMENAME " is restarted.\n"); } CVAR (Int, vid_adapter, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CUSTOM_CVAR(String, vid_sdl_render_driver, "", CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL) { Printf("This won't take effect until " GAMENAME " is restarted.\n"); } CCMD(vid_list_sdl_render_drivers) { for (int i = 0; i < SDL_GetNumRenderDrivers(); ++i) { SDL_RendererInfo info; if (SDL_GetRenderDriverInfo(i, &info) == 0) Printf("%s\n", info.name); } } // PRIVATE DATA DEFINITIONS ------------------------------------------------ namespace Priv { SDL_Window *window; bool vulkanEnabled; bool softpolyEnabled; bool fullscreenSwitch; void CreateWindow(uint32_t extraFlags) { assert(Priv::window == nullptr); // Set default size SDL_Rect bounds; SDL_GetDisplayBounds(vid_adapter, &bounds); if (win_w <= 0 || win_h <= 0) { win_w = bounds.w * 8 / 10; win_h = bounds.h * 8 / 10; } FString caption; caption.Format(GAMENAME " %s (%s)", GetVersionString(), GetGitTime()); const uint32_t windowFlags = (win_maximized ? SDL_WINDOW_MAXIMIZED : 0) | SDL_WINDOW_RESIZABLE | extraFlags; Priv::window = SDL_CreateWindow(caption, (win_x <= 0) ? SDL_WINDOWPOS_CENTERED_DISPLAY(vid_adapter) : win_x, (win_y <= 0) ? SDL_WINDOWPOS_CENTERED_DISPLAY(vid_adapter) : win_y, win_w, win_h, windowFlags); if (Priv::window != nullptr) { // Enforce minimum size limit SDL_SetWindowMinimumSize(Priv::window, VID_MIN_WIDTH, VID_MIN_HEIGHT); // Tell SDL to start sending text input on Wayland. if (strncasecmp(SDL_GetCurrentVideoDriver(), "wayland", 7) == 0) SDL_StartTextInput(); } } void DestroyWindow() { assert(Priv::window != nullptr); SDL_DestroyWindow(Priv::window); Priv::window = nullptr; } void SetupPixelFormat(int multisample, const int *glver) { SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); if (multisample > 0) { SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, multisample); } if (gl_debug) SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG); if (gl_es) { SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); } else if (glver[0] > 2) { SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, glver[0]); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, glver[1]); } else { SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); } } } class SDLVideo : public IVideo { public: SDLVideo (); ~SDLVideo (); DFrameBuffer *CreateFrameBuffer (); private: #ifdef HAVE_VULKAN VulkanDevice *device = nullptr; #endif }; // CODE -------------------------------------------------------------------- #ifdef HAVE_VULKAN void I_GetVulkanDrawableSize(int *width, int *height) { assert(Priv::vulkanEnabled); assert(Priv::window != nullptr); SDL_Vulkan_GetDrawableSize(Priv::window, width, height); } bool I_GetVulkanPlatformExtensions(unsigned int *count, const char **names) { assert(Priv::vulkanEnabled); assert(Priv::window != nullptr); return SDL_Vulkan_GetInstanceExtensions(Priv::window, count, names) == SDL_TRUE; } bool I_CreateVulkanSurface(VkInstance instance, VkSurfaceKHR *surface) { assert(Priv::vulkanEnabled); assert(Priv::window != nullptr); return SDL_Vulkan_CreateSurface(Priv::window, instance, surface) == SDL_TRUE; } #endif SDLVideo::SDLVideo () { if (SDL_Init(SDL_INIT_VIDEO) < 0) { fprintf(stderr, "Video initialization failed: %s\n", SDL_GetError()); return; } // Fail gracefully if we somehow reach here after linking against a SDL2 library older than 2.0.6. if (!SDL_VERSION_ATLEAST(2, 0, 6)) { I_FatalError("Only SDL 2.0.6 or later is supported."); } #ifdef HAVE_VULKAN Priv::vulkanEnabled = V_GetBackend() == 1; if (Priv::vulkanEnabled) { Priv::CreateWindow(SDL_WINDOW_VULKAN | SDL_WINDOW_HIDDEN | (vid_fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0)); if (Priv::window == nullptr) { Priv::vulkanEnabled = false; } } #endif } SDLVideo::~SDLVideo () { #ifdef HAVE_VULKAN delete device; #endif } DFrameBuffer *SDLVideo::CreateFrameBuffer () { SystemBaseFrameBuffer *fb = nullptr; // first try Vulkan, if that fails OpenGL #ifdef HAVE_VULKAN if (Priv::vulkanEnabled) { try { assert(device == nullptr); device = new VulkanDevice(); fb = new VulkanFrameBuffer(nullptr, vid_fullscreen, device); } catch (CVulkanError const &error) { if (Priv::window != nullptr) { Priv::DestroyWindow(); } Printf(TEXTCOLOR_RED "Initialization of Vulkan failed: %s\n", error.what()); Priv::vulkanEnabled = false; } } #endif if (fb == nullptr) { #ifdef HAVE_GLES2 if (V_GetBackend() == 2) fb = new OpenGLESRenderer::OpenGLFrameBuffer(0, vid_fullscreen); else #endif fb = new OpenGLRenderer::OpenGLFrameBuffer(0, vid_fullscreen); } return fb; } IVideo *gl_CreateVideo() { return new SDLVideo(); } // FrameBuffer Implementation ----------------------------------------------- SystemBaseFrameBuffer::SystemBaseFrameBuffer (void *, bool fullscreen) : DFrameBuffer (vid_defwidth, vid_defheight) { if (Priv::window != nullptr) { SDL_SetWindowFullscreen(Priv::window, fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0); SDL_ShowWindow(Priv::window); } } int SystemBaseFrameBuffer::GetClientWidth() { int width = 0; #ifdef HAVE_VULKAN assert(Priv::vulkanEnabled); SDL_Vulkan_GetDrawableSize(Priv::window, &width, nullptr); #endif return width; } int SystemBaseFrameBuffer::GetClientHeight() { int height = 0; #ifdef HAVE_VULKAN assert(Priv::vulkanEnabled); SDL_Vulkan_GetDrawableSize(Priv::window, nullptr, &height); #endif return height; } bool SystemBaseFrameBuffer::IsFullscreen () { return (SDL_GetWindowFlags(Priv::window) & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0; } void SystemBaseFrameBuffer::ToggleFullscreen(bool yes) { SDL_SetWindowFullscreen(Priv::window, yes ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0); if ( !yes ) { if ( !Priv::fullscreenSwitch ) { Priv::fullscreenSwitch = true; vid_fullscreen = false; } else { Priv::fullscreenSwitch = false; SetWindowSize(win_w, win_h); } } } void SystemBaseFrameBuffer::SetWindowSize(int w, int h) { if (w < VID_MIN_WIDTH || h < VID_MIN_HEIGHT) { w = VID_MIN_WIDTH; h = VID_MIN_HEIGHT; } win_w = w; win_h = h; if (vid_fullscreen) { vid_fullscreen = false; } else { win_maximized = false; SDL_SetWindowSize(Priv::window, w, h); SDL_SetWindowPosition(Priv::window, SDL_WINDOWPOS_CENTERED_DISPLAY(vid_adapter), SDL_WINDOWPOS_CENTERED_DISPLAY(vid_adapter)); SetSize(GetClientWidth(), GetClientHeight()); int x, y; SDL_GetWindowPosition(Priv::window, &x, &y); win_x = x; win_y = y; } } SystemGLFrameBuffer::SystemGLFrameBuffer(void *hMonitor, bool fullscreen) : SystemBaseFrameBuffer(hMonitor, fullscreen) { // NOTE: Core profiles were added with GL 3.2, so there's no sense trying // to set core 3.1 or 3.0. We could try a forward-compatible context // instead, but that would be too restrictive (w.r.t. shaders). static const int glvers[][2] = { { 4, 6 }, { 4, 5 }, { 4, 4 }, { 4, 3 }, { 4, 2 }, { 4, 1 }, { 4, 0 }, { 3, 3 }, { 3, 2 }, { 2, 0 }, { 0, 0 }, }; int glveridx = 0; int i; const char *version = Args->CheckValue("-glversion"); if (version != NULL) { double gl_version = strtod(version, NULL) + 0.01; int vermaj = (int)gl_version; int vermin = (int)(gl_version*10.0) % 10; while (glvers[glveridx][0] > vermaj || (glvers[glveridx][0] == vermaj && glvers[glveridx][1] > vermin)) { glveridx++; if (glvers[glveridx][0] == 0) { glveridx = 0; break; } } } for ( ; glvers[glveridx][0] > 0; ++glveridx) { Priv::SetupPixelFormat(0, glvers[glveridx]); Priv::CreateWindow(SDL_WINDOW_OPENGL | (fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0)); if (Priv::window == nullptr) { continue; } GLContext = SDL_GL_CreateContext(Priv::window); if (GLContext == nullptr) { Priv::DestroyWindow(); } else { break; } } if (Priv::window == nullptr) { I_FatalError("Could not create OpenGL window:\n%s\n",SDL_GetError()); } } SystemGLFrameBuffer::~SystemGLFrameBuffer () { if (Priv::window) { if (GLContext) { SDL_GL_DeleteContext(GLContext); } Priv::DestroyWindow(); } } int SystemGLFrameBuffer::GetClientWidth() { int width = 0; SDL_GL_GetDrawableSize(Priv::window, &width, nullptr); return width; } int SystemGLFrameBuffer::GetClientHeight() { int height = 0; SDL_GL_GetDrawableSize(Priv::window, nullptr, &height); return height; } void SystemGLFrameBuffer::SetVSync( bool vsync ) { #if defined (__APPLE__) const GLint value = vsync ? 1 : 0; CGLSetParameter( CGLGetCurrentContext(), kCGLCPSwapInterval, &value ); #else if (vsync) { if (SDL_GL_SetSwapInterval(-1) == -1) SDL_GL_SetSwapInterval(1); } else { SDL_GL_SetSwapInterval(0); } #endif } void SystemGLFrameBuffer::SwapBuffers() { SDL_GL_SwapWindow(Priv::window); } void ProcessSDLWindowEvent(const SDL_WindowEvent &event) { switch (event.event) { extern bool AppActive; case SDL_WINDOWEVENT_FOCUS_GAINED: S_SetSoundPaused(1); AppActive = true; break; case SDL_WINDOWEVENT_FOCUS_LOST: S_SetSoundPaused(0); AppActive = false; break; case SDL_WINDOWEVENT_MOVED: if (!vid_fullscreen) { int top = 0, left = 0; SDL_GetWindowBordersSize(Priv::window, &top, &left, nullptr, nullptr); win_x = event.data1-left; win_y = event.data2-top; } break; case SDL_WINDOWEVENT_RESIZED: if (!vid_fullscreen && !Priv::fullscreenSwitch) { win_w = event.data1; win_h = event.data2; } break; case SDL_WINDOWEVENT_MAXIMIZED: win_maximized = true; break; case SDL_WINDOWEVENT_RESTORED: win_maximized = false; break; } } // each platform has its own specific version of this function. void I_SetWindowTitle(const char* caption) { if (caption) { SDL_SetWindowTitle(Priv::window, caption); } else { FString default_caption; default_caption.Format(GAMENAME " %s (%s)", GetVersionString(), GetGitTime()); SDL_SetWindowTitle(Priv::window, default_caption); } }