mirror of
https://github.com/ZDoom/raze-gles.git
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10683e9123
Compiles but doesn't link yet.
474 lines
13 KiB
C++
474 lines
13 KiB
C++
/*
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** win32video.cpp
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** Code to let ZDoom draw to the screen
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <windows.h>
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#include <GL/gl.h>
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#include "wglext.h"
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#include "gl_sysfb.h"
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#include "hardware.h"
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#include "templates.h"
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#include "version.h"
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#include "c_console.h"
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#include "v_video.h"
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#include "i_input.h"
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#include "i_system.h"
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#include "v_text.h"
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#include "m_argv.h"
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#include "printf.h"
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#include "win32glvideo.h"
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#include "gl/system/gl_framebuffer.h"
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EXTERN_CVAR(Int, vid_adapter)
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EXTERN_CVAR(Bool, vid_hdr)
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CUSTOM_CVAR(Bool, gl_debug, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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Printf("This won't take effect until " GAMENAME " is restarted.\n");
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}
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// For broadest GL compatibility, require user to explicitly enable quad-buffered stereo mode.
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// Setting vr_enable_quadbuffered_stereo does not automatically invoke quad-buffered stereo,
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// but makes it possible for subsequent "vr_mode 7" to invoke quad-buffered stereo
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CUSTOM_CVAR(Bool, vr_enable_quadbuffered, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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Printf("You must restart " GAMENAME " to switch quad stereo mode\n");
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}
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extern bool vid_hdr_active;
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// these get used before GLEW is initialized so we have to use separate pointers with different names
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PFNWGLCHOOSEPIXELFORMATARBPROC myWglChoosePixelFormatARB; // = (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB");
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PFNWGLCREATECONTEXTATTRIBSARBPROC myWglCreateContextAttribsARB;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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Win32GLVideo::Win32GLVideo()
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{
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SetPixelFormat();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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DFrameBuffer *Win32GLVideo::CreateFrameBuffer()
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{
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SystemGLFrameBuffer *fb;
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fb = new OpenGLRenderer::OpenGLFrameBuffer(m_hMonitor, vid_fullscreen);
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return fb;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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HWND Win32GLVideo::InitDummy()
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{
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HMODULE g_hInst = GetModuleHandle(NULL);
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HWND dummy;
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//Create a rect structure for the size/position of the window
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RECT windowRect;
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windowRect.left = 0;
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windowRect.right = 64;
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windowRect.top = 0;
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windowRect.bottom = 64;
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//Window class structure
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WNDCLASS wc;
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//Fill in window class struct
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wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
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wc.lpfnWndProc = (WNDPROC)DefWindowProc;
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wc.cbClsExtra = 0;
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wc.cbWndExtra = 0;
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wc.hInstance = g_hInst;
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wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);
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wc.hCursor = LoadCursor(NULL, IDC_ARROW);
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wc.hbrBackground = NULL;
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wc.lpszMenuName = NULL;
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wc.lpszClassName = L"GZDoomOpenGLDummyWindow";
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//Register window class
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if (!RegisterClass(&wc))
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{
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return 0;
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}
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//Set window style & extended style
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DWORD style, exStyle;
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exStyle = WS_EX_CLIENTEDGE;
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style = WS_SYSMENU | WS_BORDER | WS_CAPTION;// | WS_VISIBLE;
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//Adjust the window size so that client area is the size requested
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AdjustWindowRectEx(&windowRect, style, false, exStyle);
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//Create Window
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if (!(dummy = CreateWindowExW(exStyle,
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L"GZDoomOpenGLDummyWindow",
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WGAMENAME,
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WS_CLIPSIBLINGS | WS_CLIPCHILDREN | style,
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0, 0,
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windowRect.right - windowRect.left,
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windowRect.bottom - windowRect.top,
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NULL, NULL,
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g_hInst,
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NULL)))
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{
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UnregisterClassW(L"GZDoomOpenGLDummyWindow", g_hInst);
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return 0;
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}
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ShowWindow(dummy, SW_HIDE);
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return dummy;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void Win32GLVideo::ShutdownDummy(HWND dummy)
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{
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DestroyWindow(dummy);
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UnregisterClassW(L"GZDoomOpenGLDummyWindow", GetModuleHandle(NULL));
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool Win32GLVideo::SetPixelFormat()
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{
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HDC hDC;
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HGLRC hRC;
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HWND dummy;
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PIXELFORMATDESCRIPTOR pfd = {
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sizeof(PIXELFORMATDESCRIPTOR),
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1,
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PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
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PFD_TYPE_RGBA,
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32, // color depth
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0, 0, 0, 0, 0, 0,
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0,
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0,
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0,
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0, 0, 0, 0,
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16, // z depth
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0, // stencil buffer
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0,
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PFD_MAIN_PLANE,
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0,
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0, 0, 0
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};
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int pixelFormat;
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// we have to create a dummy window to init stuff from or the full init stuff fails
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dummy = InitDummy();
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hDC = GetDC(dummy);
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pixelFormat = ChoosePixelFormat(hDC, &pfd);
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DescribePixelFormat(hDC, pixelFormat, sizeof(pfd), &pfd);
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::SetPixelFormat(hDC, pixelFormat, &pfd);
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hRC = wglCreateContext(hDC);
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wglMakeCurrent(hDC, hRC);
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myWglChoosePixelFormatARB = (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB");
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myWglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
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// any extra stuff here?
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wglMakeCurrent(NULL, NULL);
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wglDeleteContext(hRC);
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ReleaseDC(dummy, hDC);
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ShutdownDummy(dummy);
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return true;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void append(std::vector<int> &list1, std::initializer_list<int> list2)
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{
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list1.insert(list1.end(), list2);
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}
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bool Win32GLVideo::SetupPixelFormat(int multisample)
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{
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int colorDepth;
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HDC deskDC;
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std::vector<int> attributes;
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int pixelFormat;
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unsigned int numFormats;
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float attribsFloat[] = { 0.0f, 0.0f };
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deskDC = GetDC(GetDesktopWindow());
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colorDepth = GetDeviceCaps(deskDC, BITSPIXEL);
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ReleaseDC(GetDesktopWindow(), deskDC);
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if (myWglChoosePixelFormatARB)
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{
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again:
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append(attributes, { WGL_DEPTH_BITS_ARB, 24 });
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append(attributes, { WGL_STENCIL_BITS_ARB, 8 });
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//required to be true
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append(attributes, { WGL_DRAW_TO_WINDOW_ARB, GL_TRUE });
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append(attributes, { WGL_SUPPORT_OPENGL_ARB, GL_TRUE });
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append(attributes, { WGL_DOUBLE_BUFFER_ARB, GL_TRUE });
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if (multisample > 0)
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{
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append(attributes, { WGL_SAMPLE_BUFFERS_ARB, GL_TRUE });
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append(attributes, { WGL_SAMPLES_ARB, multisample });
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}
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append(attributes, { WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB }); //required to be FULL_ACCELERATION_ARB
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if (vr_enable_quadbuffered)
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{
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// [BB] Starting with driver version 314.07, NVIDIA GeForce cards support OpenGL quad buffered
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// stereo rendering with 3D Vision hardware. Select the corresponding attribute here.
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append(attributes, { WGL_STEREO_ARB, GL_TRUE });
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}
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size_t bitsPos = attributes.size();
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if (vid_hdr)
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{
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append(attributes, { WGL_RED_BITS_ARB, 16 });
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append(attributes, { WGL_GREEN_BITS_ARB, 16 });
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append(attributes, { WGL_BLUE_BITS_ARB, 16 });
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append(attributes, { WGL_ALPHA_BITS_ARB, 16 });
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append(attributes, { WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_FLOAT_ARB });
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}
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else
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{
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append(attributes, { WGL_RED_BITS_ARB, 8 });
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append(attributes, { WGL_GREEN_BITS_ARB, 8 });
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append(attributes, { WGL_BLUE_BITS_ARB, 8 });
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append(attributes, { WGL_ALPHA_BITS_ARB, 8 });
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}
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append(attributes, { 0, 0 });
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if (!myWglChoosePixelFormatARB(m_hDC, attributes.data(), attribsFloat, 1, &pixelFormat, &numFormats))
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{
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Printf("R_OPENGL: Couldn't choose pixel format. Retrying in compatibility mode\n");
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goto oldmethod;
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}
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if (vid_hdr && numFormats == 0) // This card/driver doesn't support the rgb16f pixel format. Fall back to 8bpc
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{
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Printf("R_OPENGL: This card/driver does not support RGBA16F. HDR will not work.\n");
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attributes.erase(attributes.begin() + bitsPos, attributes.end());
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append(attributes, { WGL_RED_BITS_ARB, 8 });
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append(attributes, { WGL_GREEN_BITS_ARB, 8 });
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append(attributes, { WGL_BLUE_BITS_ARB, 8 });
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append(attributes, { WGL_ALPHA_BITS_ARB, 8 });
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append(attributes, { 0, 0 });
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if (!myWglChoosePixelFormatARB(m_hDC, attributes.data(), attribsFloat, 1, &pixelFormat, &numFormats))
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{
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Printf("R_OPENGL: Couldn't choose pixel format. Retrying in compatibility mode\n");
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goto oldmethod;
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}
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}
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else if (vid_hdr)
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{
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vid_hdr_active = true;
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}
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if (numFormats == 0)
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{
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if (vr_enable_quadbuffered)
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{
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Printf("R_OPENGL: No valid pixel formats found for VR quadbuffering. Retrying without this feature\n");
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vr_enable_quadbuffered = false;
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goto again;
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}
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Printf("R_OPENGL: No valid pixel formats found. Retrying in compatibility mode\n");
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goto oldmethod;
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}
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}
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else
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{
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oldmethod:
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// If wglChoosePixelFormatARB is not found we have to do it the old fashioned way.
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static PIXELFORMATDESCRIPTOR pfd = {
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sizeof(PIXELFORMATDESCRIPTOR),
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1,
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PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
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PFD_TYPE_RGBA,
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32, // color depth
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0, 0, 0, 0, 0, 0,
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0,
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0,
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0,
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0, 0, 0, 0,
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32, // z depth
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8, // stencil buffer
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0,
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PFD_MAIN_PLANE,
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0,
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0, 0, 0
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};
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pixelFormat = ChoosePixelFormat(m_hDC, &pfd);
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DescribePixelFormat(m_hDC, pixelFormat, sizeof(pfd), &pfd);
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if (pfd.dwFlags & PFD_GENERIC_FORMAT)
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{
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I_Error("R_OPENGL: OpenGL driver not accelerated!");
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return false;
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}
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}
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if (!::SetPixelFormat(m_hDC, pixelFormat, NULL))
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{
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I_Error("R_OPENGL: Couldn't set pixel format.\n");
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return false;
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}
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return true;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool Win32GLVideo::InitHardware(HWND Window, int multisample)
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{
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m_Window = Window;
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m_hDC = GetDC(Window);
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if (!SetupPixelFormat(multisample))
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{
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return false;
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}
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int prof = WGL_CONTEXT_CORE_PROFILE_BIT_ARB;
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const char *version = Args->CheckValue("-glversion");
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if (version != nullptr && strtod(version, nullptr) < 3.0) prof = WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB;
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for (; prof <= WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB; prof++)
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{
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m_hRC = NULL;
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if (myWglCreateContextAttribsARB != NULL)
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{
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// let's try to get the best version possible. Some drivers only give us the version we request
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// 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.
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static int versions[] = { 46, 45, 44, 43, 42, 41, 40, 33, 32, 31, 30, -1 };
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for (int i = 0; versions[i] > 0; i++)
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{
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int ctxAttribs[] = {
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WGL_CONTEXT_MAJOR_VERSION_ARB, versions[i] / 10,
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WGL_CONTEXT_MINOR_VERSION_ARB, versions[i] % 10,
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WGL_CONTEXT_FLAGS_ARB, gl_debug ? WGL_CONTEXT_DEBUG_BIT_ARB : 0,
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WGL_CONTEXT_PROFILE_MASK_ARB, prof,
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0
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};
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m_hRC = myWglCreateContextAttribsARB(m_hDC, 0, ctxAttribs);
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if (m_hRC != NULL) break;
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}
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}
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if (m_hRC == NULL && prof == WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB)
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{
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m_hRC = wglCreateContext(m_hDC);
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if (m_hRC == NULL)
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{
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I_Error("R_OPENGL: Unable to create an OpenGL render context.\n");
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return false;
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}
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}
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if (m_hRC != NULL)
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{
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wglMakeCurrent(m_hDC, m_hRC);
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return true;
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}
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}
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// We get here if the driver doesn't support the modern context creation API which always means an old driver.
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I_Error("R_OPENGL: Unable to create an OpenGL render context. Insufficient driver support for context creation\n");
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return false;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void Win32GLVideo::Shutdown()
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{
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if (m_hRC)
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{
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wglMakeCurrent(0, 0);
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wglDeleteContext(m_hRC);
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}
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if (m_hDC) ReleaseDC(m_Window, m_hDC);
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}
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