- split up Win32's SystemGLFrameBuffer as well to get the shareable parts between OpenGL and Vulkan into a base class.

This commit is contained in:
Christoph Oelckers 2018-06-24 21:26:32 +02:00
parent 66d13b6e80
commit daf8703fc9
6 changed files with 10 additions and 359 deletions

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@ -496,6 +496,7 @@ set( PLAT_WIN32_SOURCES
win32/i_specialpaths.cpp
win32/st_start.cpp
win32/gl_sysfb.cpp
win32/base_sysfb.cpp
win32/win32basevideo.cpp
win32/win32glvideo.cpp )
set( PLAT_POSIX_SOURCES

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@ -114,7 +114,6 @@ void OpenGLFrameBuffer::InitializeState()
}
gl_LoadExtensions();
Super::InitializeState();
if (first)
{

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@ -57,21 +57,8 @@
extern HWND Window;
extern "C" {
__declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
__declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1;
}
PFNWGLSWAPINTERVALEXTPROC myWglSwapIntervalExtProc;
CVAR(Int, vid_adapter, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Int, win_x, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Int, win_y, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Int, win_w, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Int, win_h, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, win_maximized, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
// For broadest GL compatibility, require user to explicitly enable quad-buffered stereo mode.
// Setting vr_enable_quadbuffered_stereo does not automatically invoke quad-buffered stereo,
// but makes it possible for subsequent "vr_mode 7" to invoke quad-buffered stereo
@ -97,218 +84,14 @@ EXTERN_CVAR(Int, vid_defheight)
//
//==========================================================================
void SystemGLFrameBuffer::GetCenteredPos(int in_w, int in_h, int &winx, int &winy, int &winw, int &winh, int &scrwidth, int &scrheight)
SystemGLFrameBuffer::SystemGLFrameBuffer(void *hMonitor, bool fullscreen) : SystemBaseFrameBuffer(hMonitor, fullscreen)
{
DEVMODE displaysettings;
RECT rect;
int cx, cy;
memset(&displaysettings, 0, sizeof(displaysettings));
displaysettings.dmSize = sizeof(displaysettings);
EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &displaysettings);
scrwidth = (int)displaysettings.dmPelsWidth;
scrheight = (int)displaysettings.dmPelsHeight;
GetWindowRect(Window, &rect);
cx = scrwidth / 2;
cy = scrheight / 2;
if (in_w > 0) winw = in_w;
else winw = rect.right - rect.left;
if (in_h > 0) winh = in_h;
else winh = rect.bottom - rect.top;
winx = cx - winw / 2;
winy = cy - winh / 2;
}
//==========================================================================
//
//
//
//==========================================================================
void SystemGLFrameBuffer::KeepWindowOnScreen(int &winx, int &winy, int winw, int winh, int scrwidth, int scrheight)
{
// If the window is too large to fit entirely on the screen, at least
// keep its upperleft corner visible.
if (winx + winw > scrwidth)
{
winx = scrwidth - winw;
}
if (winx < 0)
{
winx = 0;
}
if (winy + winh > scrheight)
{
winy = scrheight - winh;
}
if (winy < 0)
{
winy = 0;
}
}
//==========================================================================
//
//
//
//==========================================================================
void SystemGLFrameBuffer::SaveWindowedPos()
{
// Don't save if we were run with the -0 option.
if (Args->CheckParm("-0"))
{
return;
}
// Make sure we only save the window position if it's not fullscreen.
static const int WINDOW_STYLE = WS_OVERLAPPEDWINDOW & ~WS_MAXIMIZEBOX;
if ((GetWindowLong(Window, GWL_STYLE) & WINDOW_STYLE) == WINDOW_STYLE)
{
RECT wrect;
if (GetWindowRect(Window, &wrect))
{
// If (win_x,win_y) specify to center the window, don't change them
// if the window is still centered.
if (win_x < 0 || win_y < 0 || win_w < 0 || win_h < 0)
{
int winx, winy, winw, winh, scrwidth, scrheight;
GetCenteredPos(win_w, win_h, winx, winy, winw, winh, scrwidth, scrheight);
KeepWindowOnScreen(winx, winy, winw, winh, scrwidth, scrheight);
if (win_x < 0 && winx == wrect.left)
{
wrect.left = win_x;
}
if (win_y < 0 && winy == wrect.top)
{
wrect.top = win_y;
}
wrect.right = winw + wrect.left;
wrect.bottom = winh + wrect.top;
}
win_x = wrect.left;
win_y = wrect.top;
win_w = wrect.right - wrect.left;
win_h = wrect.bottom - wrect.top;
}
win_maximized = IsZoomed(Window) == TRUE;
}
}
//==========================================================================
//
//
//
//==========================================================================
void SystemGLFrameBuffer::RestoreWindowedPos()
{
int winx, winy, winw, winh, scrwidth, scrheight;
GetCenteredPos(win_w, win_h, winx, winy, winw, winh, scrwidth, scrheight);
// Just move to (0,0) if we were run with the -0 option.
if (Args->CheckParm("-0"))
{
winx = winy = 0;
}
else
{
if (win_x >= 0)
{
winx = win_x;
}
if (win_y >= 0)
{
winy = win_y;
}
KeepWindowOnScreen(winx, winy, winw, winh, scrwidth, scrheight);
}
SetWindowPos(Window, nullptr, winx, winy, winw, winh, SWP_NOZORDER | SWP_FRAMECHANGED);
if (win_maximized && !Args->CheckParm("-0"))
ShowWindow(Window, SW_MAXIMIZE);
}
//==========================================================================
//
//
//
//==========================================================================
void SystemGLFrameBuffer::PositionWindow(bool fullscreen)
{
RECT r;
LONG style, exStyle;
RECT monRect;
if (!m_Fullscreen) SaveWindowedPos();
if (m_Monitor)
{
MONITORINFOEX mi;
mi.cbSize = sizeof mi;
if (GetMonitorInfo(HMONITOR(m_Monitor), &mi))
{
strcpy(m_displayDeviceNameBuffer, mi.szDevice);
m_displayDeviceName = m_displayDeviceNameBuffer;
monRect = mi.rcMonitor;
}
}
ShowWindow(Window, SW_SHOW);
GetWindowRect(Window, &r);
style = WS_VISIBLE | WS_CLIPSIBLINGS;
exStyle = 0;
if (fullscreen)
style |= WS_POPUP;
else
{
style |= WS_OVERLAPPEDWINDOW;
exStyle |= WS_EX_WINDOWEDGE;
}
SetWindowLong(Window, GWL_STYLE, style);
SetWindowLong(Window, GWL_EXSTYLE, exStyle);
m_Fullscreen = fullscreen;
if (fullscreen)
{
SetWindowPos(Window, 0, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED);
MoveWindow(Window, monRect.left, monRect.top, monRect.right-monRect.left, monRect.bottom-monRect.top, FALSE);
// And now, seriously, it IS in the right place. Promise.
}
else
{
RestoreWindowedPos();
}
SetSize(GetClientWidth(), GetClientHeight());
}
//==========================================================================
//
//
//
//==========================================================================
SystemGLFrameBuffer::SystemGLFrameBuffer(void *hMonitor, bool fullscreen) : DFrameBuffer(vid_defwidth, vid_defheight)
{
m_Monitor = hMonitor;
m_displayDeviceName = 0;
PositionWindow(fullscreen);
if (!static_cast<Win32GLVideo *>(Video)->InitHardware(Window, 0))
{
I_FatalError("Unable to initialize OpenGL");
return;
}
HDC hDC = GetDC(Window);
const char *wglext = nullptr;
@ -334,91 +117,10 @@ SystemGLFrameBuffer::SystemGLFrameBuffer(void *hMonitor, bool fullscreen) : DFra
SwapInterval = -1;
}
}
m_supportsGamma = !!GetDeviceGammaRamp(hDC, (void *)m_origGamma);
ReleaseDC(Window, hDC);
enable_quadbuffered = vr_enable_quadbuffered;
}
//==========================================================================
//
//
//
//==========================================================================
SystemGLFrameBuffer::~SystemGLFrameBuffer()
{
ResetGammaTable();
SaveWindowedPos();
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 SystemGLFrameBuffer::InitializeState()
{
}
//==========================================================================
//
//
//
//==========================================================================
void SystemGLFrameBuffer::ResetGammaTable()
{
if (m_supportsGamma)
{
HDC hDC = GetDC(Window);
SetDeviceGammaRamp(hDC, (void *)m_origGamma);
ReleaseDC(Window, hDC);
}
}
void SystemGLFrameBuffer::SetGammaTable(uint16_t *tbl)
{
if (m_supportsGamma)
{
HDC hDC = GetDC(Window);
SetDeviceGammaRamp(hDC, (void *)tbl);
ReleaseDC(Window, hDC);
}
}
//==========================================================================
//
//
//
//==========================================================================
bool SystemGLFrameBuffer::IsFullscreen()
{
return m_Fullscreen;
}
//==========================================================================
//
//
//
//==========================================================================
void SystemGLFrameBuffer::ToggleFullscreen(bool yes)
{
PositionWindow(yes);
}
//==========================================================================
//
//
@ -442,22 +144,3 @@ void SystemGLFrameBuffer::SwapBuffers()
::SwapBuffers(static_cast<Win32GLVideo *>(Video)->m_hDC);
}
//==========================================================================
//
//
//
//==========================================================================
int SystemGLFrameBuffer::GetClientWidth()
{
RECT rect = { 0 };
GetClientRect(Window, &rect);
return rect.right - rect.left;
}
int SystemGLFrameBuffer::GetClientHeight()
{
RECT rect = { 0 };
GetClientRect(Window, &rect);
return rect.bottom - rect.top;
}

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@ -1,54 +1,20 @@
#ifndef __WIN32_GL_SYSFB_H__
#define __WIN32_GL_SYSFB_H__
#pragma once
#include "v_video.h"
#include "base_sysfb.h"
class SystemGLFrameBuffer : public DFrameBuffer
class SystemGLFrameBuffer : public SystemBaseFrameBuffer
{
typedef DFrameBuffer Super;
void SaveWindowedPos();
void RestoreWindowedPos();
typedef SystemBaseFrameBuffer Super;
public:
SystemGLFrameBuffer() {}
// Actually, hMonitor is a HMONITOR, but it's passed as a void * as there
// look to be some cross-platform bits in the way.
SystemGLFrameBuffer(void *hMonitor, bool fullscreen);
virtual ~SystemGLFrameBuffer();
void SetVSync (bool vsync);
void SwapBuffers();
int GetClientWidth() override;
int GetClientHeight() override;
bool IsFullscreen() override;
void ToggleFullscreen(bool yes) override;
void InitializeState();
protected:
void GetCenteredPos(int in_w, int in_h, int &winx, int &winy, int &winw, int &winh, int &scrwidth, int &scrheight);
void KeepWindowOnScreen(int &winx, int &winy, int winw, int winh, int scrwidth, int scrheight);
void PositionWindow(bool fullscreen);
void ResetGammaTable();
void SetGammaTable(uint16_t * tbl);
float m_Gamma, m_Brightness, m_Contrast;
uint16_t m_origGamma[768];
bool m_supportsGamma;
bool m_Fullscreen;
char m_displayDeviceNameBuffer[32/*CCHDEVICENAME*/]; // do not use windows.h constants here!
char *m_displayDeviceName;
void *m_Monitor;
int SwapInterval;
friend class Win32GLVideo;
};
#endif // __WIN32_GL_SYSFB_H__

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@ -53,7 +53,8 @@
#include "gl/system/gl_framebuffer.h"
EXTERN_CVAR(Int, vid_adapter)
CVAR(Int, vid_adapter, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
EXTERN_CVAR(Bool, fullscreen)
EXTERN_CVAR(Bool, vr_enable_quadbuffered)

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@ -28,5 +28,6 @@ protected:
void GetDisplayDeviceName();
public:
virtual void Shutdown() = 0;
};