/* ** 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. **--------------------------------------------------------------------------- ** */ // TODO: Softpoly is temporarily #if 0'd out in 5 places. // HEADER FILES ------------------------------------------------------------ #include "i_module.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 "gamecontrol.h" #include "hardware.h" #include "gl_sysfb.h" #include "gl_load/gl_system.h" #include "gl/renderer/gl_renderer.h" #include "gl/system/gl_framebuffer.h" #include "glbackend/gl_shader.h" #ifdef HAVE_VULKAN #include "rendering/vulkan/system/vk_framebuffer.h" #endif #if 0 // softpoly #include "rendering/polyrenderer/backend/poly_framebuffer.h" #endif // MACROS ------------------------------------------------------------------ // 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 (Int, vid_preferbackend) 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(Bool, i_soundinbackground, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) 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 { FModule library("SDL2"); #define SDL2_OPTIONAL_FUNCTION(RESULT, NAME, ...) \ static TOptProc NAME("SDL_" #NAME) SDL2_OPTIONAL_FUNCTION(int, GetWindowBordersSize, SDL_Window *window, int *top, int *left, int *bottom, int *right); #ifdef HAVE_VULKAN SDL2_OPTIONAL_FUNCTION(void, Vulkan_GetDrawableSize, SDL_Window *window, int *width, int *height); SDL2_OPTIONAL_FUNCTION(SDL_bool, Vulkan_GetInstanceExtensions, SDL_Window *window, unsigned int *count, const char **names); SDL2_OPTIONAL_FUNCTION(SDL_bool, Vulkan_CreateSurface, SDL_Window *window, VkInstance instance, VkSurfaceKHR *surface); #endif #undef SDL2_OPTIONAL_FUNCTION static const uint32_t VulkanWindowFlag = 0x1000'0000; 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); } } 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); assert(Priv::Vulkan_GetDrawableSize); Priv::Vulkan_GetDrawableSize(Priv::window, width, height); } bool I_GetVulkanPlatformExtensions(unsigned int *count, const char **names) { assert(Priv::vulkanEnabled); assert(Priv::window != nullptr); return Priv::Vulkan_GetInstanceExtensions(Priv::window, count, names) == SDL_TRUE; } bool I_CreateVulkanSurface(VkInstance instance, VkSurfaceKHR *surface) { assert(Priv::vulkanEnabled); assert(Priv::window != nullptr); return Priv::Vulkan_CreateSurface(Priv::window, instance, surface) == SDL_TRUE; } #endif #if 0 // softpoly stuff namespace { SDL_Renderer* polyrendertarget = nullptr; SDL_Texture* polytexture = nullptr; int polytexturew = 0; int polytextureh = 0; bool polyvsync = false; bool polyfirstinit = true; } void I_PolyPresentInit() { assert(Priv::softpolyEnabled); assert(Priv::window != nullptr); if (strcmp(vid_sdl_render_driver, "") != 0) { SDL_SetHint(SDL_HINT_RENDER_DRIVER, vid_sdl_render_driver); } } uint8_t *I_PolyPresentLock(int w, int h, bool vsync, int &pitch) { // When vsync changes we need to reinitialize if (polyrendertarget && polyvsync != vsync) { I_PolyPresentDeinit(); } if (!polyrendertarget) { polyvsync = vsync; polyrendertarget = SDL_CreateRenderer(Priv::window, -1, vsync ? SDL_RENDERER_PRESENTVSYNC : 0); if (!polyrendertarget) { I_FatalError("Could not create render target for softpoly: %s\n", SDL_GetError()); } // Tell the user which render driver is being used, but don't repeat // outselves if we're just changing vsync. if (polyfirstinit) { polyfirstinit = false; SDL_RendererInfo rendererInfo; if (SDL_GetRendererInfo(polyrendertarget, &rendererInfo) == 0) { Printf("Using render driver %s\n", rendererInfo.name); } else { Printf("Failed to query render driver\n"); } } // Mask color SDL_SetRenderDrawColor(polyrendertarget, 0, 0, 0, 255); } if (!polytexture || polytexturew != w || polytextureh != h) { if (polytexture) { SDL_DestroyTexture(polytexture); polytexture = nullptr; polytexturew = polytextureh = 0; } if ((polytexture = SDL_CreateTexture(polyrendertarget, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, w, h)) == nullptr) I_Error("Failed to create %dx%d render target texture.", w, h); polytexturew = w; polytextureh = h; } uint8_t* pixels; SDL_LockTexture(polytexture, nullptr, (void**)&pixels, &pitch); return pixels; } void I_PolyPresentUnlock(int x, int y, int width, int height) { SDL_UnlockTexture(polytexture); int ClientWidth, ClientHeight; SDL_GetRendererOutputSize(polyrendertarget, &ClientWidth, &ClientHeight); SDL_Rect clearrects[4]; int count = 0; if (y > 0) { clearrects[count].x = 0; clearrects[count].y = 0; clearrects[count].w = ClientWidth; clearrects[count].h = y; count++; } if (y + height < ClientHeight) { clearrects[count].x = 0; clearrects[count].y = y + height; clearrects[count].w = ClientWidth; clearrects[count].h = ClientHeight - clearrects[count].y; count++; } if (x > 0) { clearrects[count].x = 0; clearrects[count].y = y; clearrects[count].w = x; clearrects[count].h = height; count++; } if (x + width < ClientWidth) { clearrects[count].x = x + width; clearrects[count].y = y; clearrects[count].w = ClientWidth - clearrects[count].x; clearrects[count].h = height; count++; } if (count > 0) SDL_RenderFillRects(polyrendertarget, clearrects, count); SDL_Rect dstrect; dstrect.x = x; dstrect.y = y; dstrect.w = width; dstrect.h = height; SDL_RenderCopy(polyrendertarget, polytexture, nullptr, &dstrect); SDL_RenderPresent(polyrendertarget); } void I_PolyPresentDeinit() { if (polytexture) { SDL_DestroyTexture(polytexture); polytexture = nullptr; } if (polyrendertarget) { SDL_DestroyRenderer(polyrendertarget); polyrendertarget = nullptr; } } #endif SDLVideo::SDLVideo () { if (SDL_Init(SDL_INIT_VIDEO) < 0) { fprintf(stderr, "Video initialization failed: %s\n", SDL_GetError()); return; } // Load optional SDL functions if (!Priv::library.IsLoaded()) { Priv::library.Load({ "libSDL2-2.0.so.0", "libSDL2-2.0.so", "libSDL2.so" }); } #ifdef HAVE_VULKAN Priv::vulkanEnabled = vid_preferbackend == 1 && Priv::Vulkan_GetDrawableSize && Priv::Vulkan_GetInstanceExtensions && Priv::Vulkan_CreateSurface; Priv::softpolyEnabled = vid_preferbackend == 2; if (Priv::vulkanEnabled) { Priv::CreateWindow(Priv::VulkanWindowFlag | SDL_WINDOW_HIDDEN); if (Priv::window == nullptr) { Priv::vulkanEnabled = false; } } else if (Priv::softpolyEnabled) { Priv::CreateWindow(SDL_WINDOW_HIDDEN); } #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&) { if (Priv::window != nullptr) { Priv::DestroyWindow(); } Priv::vulkanEnabled = false; } } #endif #if 0 // softpoly is not yet implemented if (Priv::softpolyEnabled) { fb = new PolyFrameBuffer(nullptr, vid_fullscreen); } #endif if (fb == nullptr) { fb = new OpenGLRenderer::OpenGLFrameBuffer(0, vid_fullscreen); } return fb; } IVideo *gl_CreateVideo() { return new SDLVideo(); } // FrameBuffer Implementation ----------------------------------------------- SystemBaseFrameBuffer::SystemBaseFrameBuffer (void *, bool vid_fullscreen) : DFrameBuffer (vid_defwidth, vid_defheight) { if (Priv::window != nullptr) { SDL_SetWindowFullscreen(Priv::window, vid_fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0); SDL_ShowWindow(Priv::window); } } int SystemBaseFrameBuffer::GetClientWidth() { int width = 0; #if 0 // softpoly if (Priv::softpolyEnabled) { if (polyrendertarget) SDL_GetRendererOutputSize(polyrendertarget, &width, nullptr); else SDL_GetWindowSize(Priv::window, &width, nullptr); return width; } #endif #ifdef HAVE_VULKAN assert(Priv::vulkanEnabled); Priv::Vulkan_GetDrawableSize(Priv::window, &width, nullptr); #endif return width; } int SystemBaseFrameBuffer::GetClientHeight() { int height = 0; #if 0 // softpoly if (Priv::softpolyEnabled) { if (polyrendertarget) SDL_GetRendererOutputSize(polyrendertarget, nullptr, &height); else SDL_GetWindowSize(Priv::window, nullptr, &height); return height; } #endif #ifdef HAVE_VULKAN assert(Priv::vulkanEnabled); Priv::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 vid_fullscreen) : SystemBaseFrameBuffer(hMonitor, vid_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 | (vid_fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0)); if (Priv::window == nullptr) { continue; } GLContext = SDL_GL_CreateContext(Priv::window); if (GLContext == nullptr) { Priv::DestroyWindow(); } else { break; } } } 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(i_soundinbackground); AppActive = false; break; case SDL_WINDOWEVENT_MOVED: if (!vid_fullscreen && Priv::GetWindowBordersSize) { int top = 0, left = 0; Priv::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); } }