gzdoom-gles/src/win32/win32gliface.cpp

715 lines
16 KiB
C++
Raw Normal View History

#include "gl/system/gl_system.h"
#include "win32iface.h"
#include "win32gliface.h"
//#include "gl/gl_intern.h"
#include "templates.h"
#include "version.h"
#include "c_console.h"
#include "hardware.h"
#include "v_video.h"
#include "i_input.h"
#include "i_system.h"
#include "doomstat.h"
#include "v_text.h"
//#include "gl_defs.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/shaders/gl_shader.h"
#include "gl/utility/gl_templates.h"
void gl_CalculateCPUSpeed();
extern int NewWidth, NewHeight, NewBits, DisplayBits;
CUSTOM_CVAR(Int, gl_vid_multisample, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL )
{
Printf("This won't take effect until "GAMENAME" is restarted.\n");
}
RenderContext gl;
EXTERN_CVAR(Bool, gl_vid_compatibility)
EXTERN_CVAR(Int, vid_refreshrate)
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
Win32GLVideo::Win32GLVideo(int parm) : m_Modes(NULL), m_IsFullscreen(false)
{
#ifdef _WIN32
if (CPU.bRDTSC) gl_CalculateCPUSpeed();
#endif
I_SetWndProc();
m_DisplayWidth = vid_defwidth;
m_DisplayHeight = vid_defheight;
m_DisplayBits = gl_vid_compatibility? 16:32;
m_DisplayHz = 60;
GetDisplayDeviceName();
MakeModesList();
GetContext(gl);
}
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
Win32GLVideo::~Win32GLVideo()
{
FreeModes();
if (GLRenderer != NULL) GLRenderer->FlushTextures();
}
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
void Win32GLVideo::SetWindowedScale(float scale)
{
}
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
struct MonitorEnumState
{
int curIdx;
HMONITOR hFoundMonitor;
};
static BOOL CALLBACK GetDisplayDeviceNameMonitorEnumProc(HMONITOR hMonitor, HDC, LPRECT, LPARAM dwData)
{
MonitorEnumState *state = reinterpret_cast<MonitorEnumState *>(dwData);
MONITORINFOEX mi;
mi.cbSize = sizeof mi;
GetMonitorInfo(hMonitor, &mi);
// This assumes the monitors are returned by EnumDisplayMonitors in the
// order they're found in the Direct3D9 adapters list. Fingers crossed...
if (state->curIdx == vid_adapter)
{
state->hFoundMonitor = hMonitor;
// Don't stop enumeration; this makes EnumDisplayMonitors fail. I like
// proper fails.
}
++state->curIdx;
return TRUE;
}
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
void Win32GLVideo::GetDisplayDeviceName()
{
// If anything goes wrong, anything at all, everything uses the primary
// monitor.
m_DisplayDeviceName = 0;
m_hMonitor = 0;
MonitorEnumState mes;
mes.curIdx = 1;
mes.hFoundMonitor = 0;
// Could also use EnumDisplayDevices, I guess. That might work.
if (EnumDisplayMonitors(0, 0, &GetDisplayDeviceNameMonitorEnumProc, LPARAM(&mes)))
{
if (mes.hFoundMonitor)
{
MONITORINFOEX mi;
mi.cbSize = sizeof mi;
if (GetMonitorInfo(mes.hFoundMonitor, &mi))
{
strcpy(m_DisplayDeviceBuffer, mi.szDevice);
m_DisplayDeviceName = m_DisplayDeviceBuffer;
m_hMonitor = mes.hFoundMonitor;
}
}
}
}
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
void Win32GLVideo::MakeModesList()
{
ModeInfo *pMode, *nextmode;
DEVMODE dm;
int mode = 0;
memset(&dm, 0, sizeof(DEVMODE));
dm.dmSize = sizeof(DEVMODE);
while (EnumDisplaySettings(m_DisplayDeviceName, mode, &dm))
{
this->AddMode(dm.dmPelsWidth, dm.dmPelsHeight, dm.dmBitsPerPel, dm.dmPelsHeight, dm.dmDisplayFrequency);
++mode;
}
for (pMode = m_Modes; pMode != NULL; pMode = nextmode)
{
nextmode = pMode->next;
if (pMode->realheight == pMode->height && pMode->height * 4/3 == pMode->width)
{
if (pMode->width >= 360)
{
AddMode (pMode->width, pMode->width * 9/16, pMode->bits, pMode->height, pMode->refreshHz);
}
if (pMode->width > 640)
{
AddMode (pMode->width, pMode->width * 10/16, pMode->bits, pMode->height, pMode->refreshHz);
}
}
}
}
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
void Win32GLVideo::StartModeIterator(int bits, bool fs)
{
m_IteratorMode = m_Modes;
// I think it's better to ignore the game-side settings of bit depth.
// The GL renderer will always default to 32 bits, except in compatibility mode
m_IteratorBits = gl_vid_compatibility? 16:32;
m_IteratorFS = fs;
}
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
bool Win32GLVideo::NextMode(int *width, int *height, bool *letterbox)
{
if (m_IteratorMode)
{
while (m_IteratorMode && m_IteratorMode->bits != m_IteratorBits)
{
m_IteratorMode = m_IteratorMode->next;
}
if (m_IteratorMode)
{
*width = m_IteratorMode->width;
*height = m_IteratorMode->height;
if (letterbox != NULL) *letterbox = m_IteratorMode->realheight != m_IteratorMode->height;
m_IteratorMode = m_IteratorMode->next;
return true;
}
}
return false;
}
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
void Win32GLVideo::AddMode(int x, int y, int bits, int baseHeight, int refreshHz)
{
ModeInfo **probep = &m_Modes;
ModeInfo *probe = m_Modes;
// This mode may have been already added to the list because it is
// enumerated multiple times at different refresh rates. If it's
// not present, add it to the right spot in the list; otherwise, do nothing.
// Modes are sorted first by width, then by height, then by depth. In each
// case the order is ascending.
for (; probe != 0; probep = &probe->next, probe = probe->next)
{
if (probe->width != x) continue;
// Width is equal
if (probe->height != y) continue;
// Width is equal
if (probe->realheight != baseHeight) continue;
// Height is equal
if (probe->bits != bits) continue;
// Bits is equal
if (probe->refreshHz > refreshHz) continue;
probe->refreshHz = refreshHz;
return;
}
*probep = new ModeInfo (x, y, bits, baseHeight, refreshHz);
(*probep)->next = probe;
}
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
void Win32GLVideo::FreeModes()
{
ModeInfo *mode = m_Modes;
while (mode)
{
ModeInfo *tempmode = mode;
mode = mode->next;
delete tempmode;
}
m_Modes = NULL;
}
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
bool Win32GLVideo::GoFullscreen(bool yes)
{
m_IsFullscreen = yes;
m_trueHeight = m_DisplayHeight;
if (yes)
{
// If in windowed mode, any height is good.
for (ModeInfo *mode = m_Modes; mode != NULL; mode = mode->next)
{
if (mode->width == m_DisplayWidth && mode->height == m_DisplayHeight)
{
m_trueHeight = mode->realheight;
break;
}
}
}
if (yes)
{
gl.SetFullscreen(m_DisplayDeviceName, m_DisplayWidth, m_trueHeight, m_DisplayBits, m_DisplayHz);
}
else
{
gl.SetFullscreen(m_DisplayDeviceName, 0,0,0,0);
}
return yes;
}
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
DFrameBuffer *Win32GLVideo::CreateFrameBuffer(int width, int height, bool fs, DFrameBuffer *old)
{
Win32GLFrameBuffer *fb;
m_DisplayWidth = width;
m_DisplayHeight = height;
m_DisplayBits = gl_vid_compatibility? 16:32;
m_DisplayHz = 60;
if (vid_refreshrate == 0)
{
for (ModeInfo *mode = m_Modes; mode != NULL; mode = mode->next)
{
if (mode->width == m_DisplayWidth && mode->height == m_DisplayHeight && mode->bits == m_DisplayBits)
{
m_DisplayHz = MAX<int>(m_DisplayHz, mode->refreshHz);
}
}
}
else
{
m_DisplayHz = vid_refreshrate;
}
if (old != NULL)
{ // Reuse the old framebuffer if its attributes are the same
fb = static_cast<Win32GLFrameBuffer *> (old);
if (fb->m_Width == m_DisplayWidth &&
fb->m_Height == m_DisplayHeight &&
fb->m_Bits == m_DisplayBits &&
fb->m_RefreshHz == m_DisplayHz &&
fb->m_Fullscreen == fs)
{
return old;
}
//old->GetFlash(flashColor, flashAmount);
delete old;
}
fb = new OpenGLFrameBuffer(m_hMonitor, m_DisplayWidth, m_DisplayHeight, m_DisplayBits, m_DisplayHz, fs);
return fb;
}
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
bool Win32GLVideo::SetResolution (int width, int height, int bits)
{
if (GLRenderer != NULL) GLRenderer->FlushTextures();
I_ShutdownGraphics();
Video = new Win32GLVideo(0);
if (Video == NULL) I_FatalError ("Failed to initialize display");
bits=32;
V_DoModeSetup(width, height, bits);
return true; // We must return true because the old video context no longer exists.
}
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
struct DumpAdaptersState
{
unsigned index;
char *displayDeviceName;
};
static BOOL CALLBACK DumpAdaptersMonitorEnumProc(HMONITOR hMonitor, HDC, LPRECT, LPARAM dwData)
{
DumpAdaptersState *state = reinterpret_cast<DumpAdaptersState *>(dwData);
MONITORINFOEX mi;
mi.cbSize=sizeof mi;
char moreinfo[64] = "";
bool active = true;
if (GetMonitorInfo(hMonitor, &mi))
{
bool primary = !!(mi.dwFlags & MONITORINFOF_PRIMARY);
mysnprintf(moreinfo, countof(moreinfo), " [%ldx%ld @ (%ld,%ld)]%s",
mi.rcMonitor.right - mi.rcMonitor.left,
mi.rcMonitor.bottom - mi.rcMonitor.top,
mi.rcMonitor.left, mi.rcMonitor.top,
primary ? " (Primary)" : "");
if (!state->displayDeviceName && !primary)
active = false;//primary selected, but this ain't primary
else if (state->displayDeviceName && strcmp(state->displayDeviceName, mi.szDevice) != 0)
active = false;//this isn't the selected one
}
Printf("%s%u. %s\n",
active ? TEXTCOLOR_BOLD : "",
state->index,
moreinfo);
++state->index;
return TRUE;
}
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
void Win32GLVideo::DumpAdapters()
{
DumpAdaptersState das;
das.index = 1;
das.displayDeviceName = m_DisplayDeviceName;
EnumDisplayMonitors(0, 0, DumpAdaptersMonitorEnumProc, LPARAM(&das));
}
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
IMPLEMENT_ABSTRACT_CLASS(Win32GLFrameBuffer)
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
Win32GLFrameBuffer::Win32GLFrameBuffer(void *hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen) : BaseWinFB(width, height)
{
static int localmultisample=-1;
if (localmultisample<0) localmultisample=gl_vid_multisample;
m_Width = width;
m_Height = height;
m_Bits = bits;
m_RefreshHz = refreshHz;
m_Fullscreen = fullscreen;
m_Lock=0;
RECT r;
LONG style, exStyle;
static_cast<Win32GLVideo *>(Video)->GoFullscreen(fullscreen);
m_displayDeviceName = 0;
int monX = 0, monY = 0;
if (hMonitor)
{
MONITORINFOEX mi;
mi.cbSize = sizeof mi;
if (GetMonitorInfo(HMONITOR(hMonitor), &mi))
{
strcpy(m_displayDeviceNameBuffer, mi.szDevice);
m_displayDeviceName = m_displayDeviceNameBuffer;
monX = int(mi.rcMonitor.left);
monY = int(mi.rcMonitor.top);
}
}
ShowWindow (Window, SW_SHOW);
GetWindowRect(Window, &r);
style = WS_VISIBLE | WS_CLIPSIBLINGS;
exStyle = 0;
if (fullscreen)
style |= WS_POPUP;
else
{
style |= WS_OVERLAPPEDWINDOW & ~WS_MAXIMIZEBOX;
exStyle |= WS_EX_WINDOWEDGE;
}
SetWindowLong(Window, GWL_STYLE, style);
SetWindowLong(Window, GWL_EXSTYLE, exStyle);
SetWindowPos(Window, 0, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED);
if (fullscreen)
{
MoveWindow(Window, monX, monY, width, static_cast<Win32GLVideo *>(Video)->GetTrueHeight(), FALSE);
// And now, seriously, it IS in the right place. Promise.
}
else
{
MoveWindow(Window, r.left, r.top, width + (GetSystemMetrics(SM_CXSIZEFRAME) * 2), height + (GetSystemMetrics(SM_CYSIZEFRAME) * 2) + GetSystemMetrics(SM_CYCAPTION), FALSE);
I_RestoreWindowedPos();
}
if (!gl.InitHardware(Window, false, gl_vid_compatibility, localmultisample))
{
vid_renderer = 0;
return;
}
HDC hDC = GetDC(Window);
m_supportsGamma = !!GetDeviceGammaRamp(hDC, (void *)m_origGamma);
ReleaseDC(Window, hDC);
}
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
Win32GLFrameBuffer::~Win32GLFrameBuffer()
{
if (m_supportsGamma)
{
HDC hDC = GetDC(Window);
SetDeviceGammaRamp(hDC, (void *)m_origGamma);
ReleaseDC(Window, hDC);
}
I_SaveWindowedPos();
gl.SetFullscreen(m_displayDeviceName, 0,0,0,0);
ShowWindow (Window, SW_SHOW);
SetWindowLong(Window, GWL_STYLE, WS_VISIBLE | WS_CLIPSIBLINGS | WS_OVERLAPPEDWINDOW);
SetWindowLong(Window, GWL_EXSTYLE, WS_EX_WINDOWEDGE);
SetWindowPos(Window, 0, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED);
I_GetEvent();
gl.Shutdown();
}
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
void Win32GLFrameBuffer::InitializeState()
{
}
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
bool Win32GLFrameBuffer::CanUpdate()
{
if (!AppActive) return false;
return true;
}
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
void Win32GLFrameBuffer::SetGammaTable(WORD *tbl)
{
HDC hDC = GetDC(Window);
SetDeviceGammaRamp(hDC, (void *)tbl);
ReleaseDC(Window, hDC);
}
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
bool Win32GLFrameBuffer::Lock(bool buffered)
{
m_Lock++;
Buffer = MemBuffer;
return true;
}
bool Win32GLFrameBuffer::Lock ()
{
return Lock(false);
}
void Win32GLFrameBuffer::Unlock ()
{
m_Lock--;
}
bool Win32GLFrameBuffer::IsLocked ()
{
return m_Lock>0;// true;
}
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
bool Win32GLFrameBuffer::IsFullscreen()
{
return m_Fullscreen;
}
void Win32GLFrameBuffer::PaletteChanged()
{
}
int Win32GLFrameBuffer::QueryNewPalette()
{
return 0;
}
HRESULT Win32GLFrameBuffer::GetHR()
{
return 0;
}
void Win32GLFrameBuffer::Blank ()
{
}
bool Win32GLFrameBuffer::PaintToWindow ()
{
return false;
}
bool Win32GLFrameBuffer::CreateResources ()
{
return false;
}
void Win32GLFrameBuffer::ReleaseResources ()
{
}
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
void Win32GLFrameBuffer::SetVSync (bool vsync)
{
if (gl.SetVSync!=NULL) gl.SetVSync(vsync);
}
2013-08-18 10:38:38 +00:00
//==========================================================================
//
//
//
//==========================================================================
void Win32GLFrameBuffer::NewRefreshRate ()
{
if (m_Fullscreen)
{
setmodeneeded = true;
NewWidth = screen->GetWidth();
NewHeight = screen->GetHeight();
NewBits = DisplayBits;
}
}