gzdoom-gles/src/win32/win32gliface.cpp
Christoph Oelckers a8e9c1832f - decided to restrict the 2.0 beta to OpenGL 4.x with GL_ARB_buffer_storage extension and removed all code for supporting older versions.
Sadly, anything else makes no sense.
All the recently made changes live or die, depending on this extension's presence.
Without it, there are major performance issues with the buffer uploads. All of the traditional buffer upload methods are without exception horrendously slow, especially in the context of a Doom engine where frequent small updates are required.
It could be solved with a complete restructuring of the engine, of course, but that's hardly worth the effort, considering it's only for legacy hardware whose market share will inevitably shrink considerably over the next years.
And even then, under the best circumstances I'd still get the same performance as the old immediate mode renderer in GZDoom 1.x and still couldn't implement the additions I'd like to make.

So, since I need to keep GZDoom 1.x around anyway for older GL 2.x hardware, it may as well serve for 3.x hardware, too. It's certainly less work than constantly trying to find workarounds for the older hardware's limitations that cost more time than working on future-proofing the engine.

This new, trimmed down 4.x renderer runs on a core profile configuration and uses persistently mapped buffers for nearly everything that is getting transferred to the GPU. (The global uniforms are still being used as such but they'll be phased out after the first beta release.
2014-08-01 22:42:39 +02:00

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25 KiB
C++

#include "gl/system/gl_system.h"
#define DWORD WINDOWS_DWORD
#include <GL/wglew.h>
#undef DWORD
#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 "m_argv.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;
// these get used before GLEW is initialized so we have to use separate pointers with different names
PFNWGLCHOOSEPIXELFORMATARBPROC myWglChoosePixelFormatARB; // = (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB");
PFNWGLCREATECONTEXTATTRIBSARBPROC myWglCreateContextAttribsARB;
PFNWGLSWAPINTERVALEXTPROC vsyncfunc;
CUSTOM_CVAR(Int, gl_vid_multisample, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL )
{
Printf("This won't take effect until "GAMENAME" is restarted.\n");
}
CVAR(Bool, gl_debug, false, 0)
EXTERN_CVAR(Int, vid_refreshrate)
//==========================================================================
//
//
//
//==========================================================================
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 = 32;
m_DisplayHz = 60;
GetDisplayDeviceName();
MakeModesList();
SetPixelFormat();
}
//==========================================================================
//
//
//
//==========================================================================
Win32GLVideo::~Win32GLVideo()
{
FreeModes();
if (GLRenderer != NULL) GLRenderer->FlushTextures();
}
//==========================================================================
//
//
//
//==========================================================================
void Win32GLVideo::SetWindowedScale(float scale)
{
}
//==========================================================================
//
//
//
//==========================================================================
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;
}
//==========================================================================
//
//
//
//==========================================================================
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;
}
}
}
}
//==========================================================================
//
//
//
//==========================================================================
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);
}
}
}
}
//==========================================================================
//
//
//
//==========================================================================
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 because 16 bit modes cannot have a stencil buffer.
m_IteratorBits = 32;
m_IteratorFS = fs;
}
//==========================================================================
//
//
//
//==========================================================================
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;
}
//==========================================================================
//
//
//
//==========================================================================
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;
}
//==========================================================================
//
//
//
//==========================================================================
void Win32GLVideo::FreeModes()
{
ModeInfo *mode = m_Modes;
while (mode)
{
ModeInfo *tempmode = mode;
mode = mode->next;
delete tempmode;
}
m_Modes = NULL;
}
//==========================================================================
//
//
//
//==========================================================================
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)
{
SetFullscreen(m_DisplayDeviceName, m_DisplayWidth, m_trueHeight, m_DisplayBits, m_DisplayHz);
}
else
{
SetFullscreen(m_DisplayDeviceName, 0,0,0,0);
}
return yes;
}
//==========================================================================
//
//
//
//==========================================================================
DFrameBuffer *Win32GLVideo::CreateFrameBuffer(int width, int height, bool fs, DFrameBuffer *old)
{
Win32GLFrameBuffer *fb;
m_DisplayWidth = width;
m_DisplayHeight = height;
m_DisplayBits = 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;
}
//==========================================================================
//
//
//
//==========================================================================
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.
}
//==========================================================================
//
//
//
//==========================================================================
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;
}
//==========================================================================
//
//
//
//==========================================================================
void Win32GLVideo::DumpAdapters()
{
DumpAdaptersState das;
das.index = 1;
das.displayDeviceName = m_DisplayDeviceName;
EnumDisplayMonitors(0, 0, DumpAdaptersMonitorEnumProc, LPARAM(&das));
}
//==========================================================================
//
//
//
//==========================================================================
HWND Win32GLVideo::InitDummy()
{
HMODULE g_hInst = GetModuleHandle(NULL);
HWND dummy;
//Create a rect structure for the size/position of the window
RECT windowRect;
windowRect.left = 0;
windowRect.right = 64;
windowRect.top = 0;
windowRect.bottom = 64;
//Window class structure
WNDCLASS wc;
//Fill in window class struct
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wc.lpfnWndProc = (WNDPROC) DefWindowProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = g_hInst;
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = NULL;
wc.lpszMenuName = NULL;
wc.lpszClassName = "GZDoomOpenGLDummyWindow";
//Register window class
if(!RegisterClass(&wc))
{
return 0;
}
//Set window style & extended style
DWORD style, exStyle;
exStyle = WS_EX_CLIENTEDGE;
style = WS_SYSMENU | WS_BORDER | WS_CAPTION;// | WS_VISIBLE;
//Adjust the window size so that client area is the size requested
AdjustWindowRectEx(&windowRect, style, false, exStyle);
//Create Window
if(!(dummy = CreateWindowEx(exStyle,
"GZDoomOpenGLDummyWindow",
"GZDOOM",
WS_CLIPSIBLINGS | WS_CLIPCHILDREN | style,
0, 0,
windowRect.right-windowRect.left,
windowRect.bottom-windowRect.top,
NULL, NULL,
g_hInst,
NULL)))
{
UnregisterClass("GZDoomOpenGLDummyWindow", g_hInst);
return 0;
}
ShowWindow(dummy, SW_HIDE);
return dummy;
}
//==========================================================================
//
//
//
//==========================================================================
void Win32GLVideo::ShutdownDummy(HWND dummy)
{
DestroyWindow(dummy);
UnregisterClass("GZDoomOpenGLDummyWindow", GetModuleHandle(NULL));
}
//==========================================================================
//
//
//
//==========================================================================
bool Win32GLVideo::SetPixelFormat()
{
HDC hDC;
HGLRC hRC;
HWND dummy;
PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
32, // color depth
0, 0, 0, 0, 0, 0,
0,
0,
0,
0, 0, 0, 0,
16, // z depth
0, // stencil buffer
0,
PFD_MAIN_PLANE,
0,
0, 0, 0
};
int pixelFormat;
// we have to create a dummy window to init stuff from or the full init stuff fails
dummy = InitDummy();
hDC = GetDC(dummy);
pixelFormat = ChoosePixelFormat(hDC, &pfd);
DescribePixelFormat(hDC, pixelFormat, sizeof(pfd), &pfd);
::SetPixelFormat(hDC, pixelFormat, &pfd);
hRC = wglCreateContext(hDC);
wglMakeCurrent(hDC, hRC);
myWglChoosePixelFormatARB = (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB");
myWglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
// any extra stuff here?
wglMakeCurrent(NULL, NULL);
wglDeleteContext(hRC);
ReleaseDC(dummy, hDC);
ShutdownDummy(dummy);
return true;
}
//==========================================================================
//
//
//
//==========================================================================
bool Win32GLVideo::SetupPixelFormat(int multisample)
{
int colorDepth;
HDC deskDC;
int attributes[26];
int pixelFormat;
unsigned int numFormats;
float attribsFloat[] = {0.0f, 0.0f};
deskDC = GetDC(GetDesktopWindow());
colorDepth = GetDeviceCaps(deskDC, BITSPIXEL);
ReleaseDC(GetDesktopWindow(), deskDC);
if (myWglChoosePixelFormatARB)
{
attributes[0] = WGL_RED_BITS_ARB; //bits
attributes[1] = 8;
attributes[2] = WGL_GREEN_BITS_ARB; //bits
attributes[3] = 8;
attributes[4] = WGL_BLUE_BITS_ARB; //bits
attributes[5] = 8;
attributes[6] = WGL_ALPHA_BITS_ARB;
attributes[7] = 8;
attributes[8] = WGL_DEPTH_BITS_ARB;
attributes[9] = 24;
attributes[10] = WGL_STENCIL_BITS_ARB;
attributes[11] = 8;
attributes[12] = WGL_DRAW_TO_WINDOW_ARB; //required to be true
attributes[13] = true;
attributes[14] = WGL_SUPPORT_OPENGL_ARB;
attributes[15] = true;
attributes[16] = WGL_DOUBLE_BUFFER_ARB;
attributes[17] = true;
attributes[18] = WGL_ACCELERATION_ARB; //required to be FULL_ACCELERATION_ARB
attributes[19] = WGL_FULL_ACCELERATION_ARB;
if (multisample > 0)
{
attributes[20] = WGL_SAMPLE_BUFFERS_ARB;
attributes[21] = true;
attributes[22] = WGL_SAMPLES_ARB;
attributes[23] = multisample;
}
else
{
attributes[20] = 0;
attributes[21] = 0;
attributes[22] = 0;
attributes[23] = 0;
}
attributes[24] = 0;
attributes[25] = 0;
if (!myWglChoosePixelFormatARB(m_hDC, attributes, attribsFloat, 1, &pixelFormat, &numFormats))
{
Printf("R_OPENGL: Couldn't choose pixel format. Retrying in compatibility mode\n");
goto oldmethod;
}
if (numFormats == 0)
{
Printf("R_OPENGL: No valid pixel formats found. Retrying in compatibility mode\n");
goto oldmethod;
}
}
else
{
oldmethod:
// If wglChoosePixelFormatARB is not found we have to do it the old fashioned way.
static PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
32, // color depth
0, 0, 0, 0, 0, 0,
0,
0,
0,
0, 0, 0, 0,
32, // z depth
8, // stencil buffer
0,
PFD_MAIN_PLANE,
0,
0, 0, 0
};
pixelFormat = ChoosePixelFormat(m_hDC, &pfd);
DescribePixelFormat(m_hDC, pixelFormat, sizeof(pfd), &pfd);
if (pfd.dwFlags & PFD_GENERIC_FORMAT)
{
Printf("R_OPENGL: OpenGL driver not accelerated! Falling back to software renderer.\n");
return false;
}
}
if (!::SetPixelFormat(m_hDC, pixelFormat, NULL))
{
Printf("R_OPENGL: Couldn't set pixel format.\n");
return false;
}
return true;
}
//==========================================================================
//
//
//
//==========================================================================
bool Win32GLVideo::InitHardware (HWND Window, int multisample)
{
m_Window=Window;
m_hDC = GetDC(Window);
if (!SetupPixelFormat(multisample))
{
Printf ("R_OPENGL: Reverting to software mode...\n");
return false;
}
m_hRC = NULL;
if (myWglCreateContextAttribsARB != NULL)
{
// let's try to get the best version possible. Some drivers only give us the version we request
// which breaks all version checks for feature support. The highest used features we use are from version 4.4, and 3.0 is a requirement.
static int versions[] = { 44, 43, 42, 41, 40, 33, -1 };
for (int i = 0; versions[i] > 0; i++)
{
int ctxAttribs[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, versions[i] / 10,
WGL_CONTEXT_MINOR_VERSION_ARB, versions[i] % 10,
WGL_CONTEXT_FLAGS_ARB, gl_debug ? WGL_CONTEXT_DEBUG_BIT_ARB : 0,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
m_hRC = myWglCreateContextAttribsARB(m_hDC, 0, ctxAttribs);
if (m_hRC != NULL) break;
}
}
if (m_hRC == NULL)
{
Printf ("R_OPENGL: Couldn't create render context. Reverting to software mode...\n");
return false;
}
wglMakeCurrent(m_hDC, m_hRC);
return true;
}
//==========================================================================
//
//
//
//==========================================================================
void Win32GLVideo::Shutdown()
{
if (m_hRC)
{
wglMakeCurrent(0, 0);
wglDeleteContext(m_hRC);
}
if (m_hDC) ReleaseDC(m_Window, m_hDC);
}
//==========================================================================
//
//
//
//==========================================================================
bool Win32GLVideo::SetFullscreen(const char *devicename, int w, int h, int bits, int hz)
{
DEVMODE dm;
if (w==0)
{
ChangeDisplaySettingsEx(devicename, 0, 0, 0, 0);
}
else
{
dm.dmSize = sizeof(DEVMODE);
dm.dmSpecVersion = DM_SPECVERSION;//Somebody owes me...
dm.dmDriverExtra = 0;//...1 hour of my life back
dm.dmPelsWidth = w;
dm.dmPelsHeight = h;
dm.dmBitsPerPel = bits;
dm.dmDisplayFrequency = hz;
dm.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
if (DISP_CHANGE_SUCCESSFUL != ChangeDisplaySettingsEx(devicename, &dm, 0, CDS_FULLSCREEN, 0))
{
dm.dmFields &= ~DM_DISPLAYFREQUENCY;
return DISP_CHANGE_SUCCESSFUL == ChangeDisplaySettingsEx(devicename, &dm, 0, CDS_FULLSCREEN, 0);
}
}
return true;
}
//==========================================================================
//
//
//
//==========================================================================
IMPLEMENT_ABSTRACT_CLASS(Win32GLFrameBuffer)
//==========================================================================
//
//
//
//==========================================================================
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, 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 (!static_cast<Win32GLVideo *>(Video)->InitHardware(Window, localmultisample))
{
vid_renderer = 0;
return;
}
vsyncfunc = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT");
HDC hDC = GetDC(Window);
m_supportsGamma = !!GetDeviceGammaRamp(hDC, (void *)m_origGamma);
ReleaseDC(Window, hDC);
}
//==========================================================================
//
//
//
//==========================================================================
Win32GLFrameBuffer::~Win32GLFrameBuffer()
{
if (m_supportsGamma)
{
HDC hDC = GetDC(Window);
SetDeviceGammaRamp(hDC, (void *)m_origGamma);
ReleaseDC(Window, hDC);
}
I_SaveWindowedPos();
static_cast<Win32GLVideo *>(Video)->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();
static_cast<Win32GLVideo *>(Video)->Shutdown();
}
//==========================================================================
//
//
//
//==========================================================================
void Win32GLFrameBuffer::InitializeState()
{
}
//==========================================================================
//
//
//
//==========================================================================
bool Win32GLFrameBuffer::CanUpdate()
{
if (!AppActive) return false;
return true;
}
//==========================================================================
//
//
//
//==========================================================================
void Win32GLFrameBuffer::SetGammaTable(WORD *tbl)
{
HDC hDC = GetDC(Window);
SetDeviceGammaRamp(hDC, (void *)tbl);
ReleaseDC(Window, hDC);
}
//==========================================================================
//
//
//
//==========================================================================
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;
}
//==========================================================================
//
//
//
//==========================================================================
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 ()
{
}
//==========================================================================
//
//
//
//==========================================================================
void Win32GLFrameBuffer::SetVSync (bool vsync)
{
if (vsyncfunc != NULL) vsyncfunc(vsync);
}
void Win32GLFrameBuffer::SwapBuffers()
{
::SwapBuffers(static_cast<Win32GLVideo *>(Video)->m_hDC);
}
//==========================================================================
//
//
//
//==========================================================================
void Win32GLFrameBuffer::NewRefreshRate ()
{
if (m_Fullscreen)
{
setmodeneeded = true;
NewWidth = screen->GetWidth();
NewHeight = screen->GetHeight();
NewBits = DisplayBits;
}
}
IVideo *gl_CreateVideo()
{
return new Win32GLVideo(0);
}