raze-gles/source/common/platform/win32/win32glvideo.cpp

478 lines
13 KiB
C++

/*
** win32video.cpp
** Code to let ZDoom draw to the screen
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** 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.
**---------------------------------------------------------------------------
**
*/
#include <windows.h>
#include <GL/gl.h>
#include <vector>
#include "wglext.h"
#include <vector>
#include "gl_sysfb.h"
#include "hardware.h"
#include "x86.h"
#include "templates.h"
#include "version.h"
#include "c_console.h"
#include "v_video.h"
#include "i_input.h"
#include "i_system.h"
#include "v_text.h"
#include "m_argv.h"
#include "printf.h"
#include "engineerrors.h"
#include "win32glvideo.h"
#include "gl_framebuffer.h"
EXTERN_CVAR(Int, vid_adapter)
EXTERN_CVAR(Bool, vid_hdr)
CUSTOM_CVAR(Bool, gl_debug, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
Printf("This won't take effect until " GAMENAME " is restarted.\n");
}
// 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
CUSTOM_CVAR(Bool, vr_enable_quadbuffered, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
Printf("You must restart " GAMENAME " to switch quad stereo mode\n");
}
extern bool vid_hdr_active;
// these get used before GLEW is initialized so we have to use separate pointers with different names
PFNWGLCHOOSEPIXELFORMATARBPROC myWglChoosePixelFormatARB; // = (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB");
PFNWGLCREATECONTEXTATTRIBSARBPROC myWglCreateContextAttribsARB;
//==========================================================================
//
//
//
//==========================================================================
Win32GLVideo::Win32GLVideo()
{
SetPixelFormat();
}
//==========================================================================
//
//
//
//==========================================================================
DFrameBuffer *Win32GLVideo::CreateFrameBuffer()
{
SystemGLFrameBuffer *fb;
fb = new OpenGLRenderer::OpenGLFrameBuffer(m_hMonitor, vid_fullscreen);
return fb;
}
//==========================================================================
//
//
//
//==========================================================================
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 = L"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 = CreateWindowExW(exStyle,
L"GZDoomOpenGLDummyWindow",
WGAMENAME,
WS_CLIPSIBLINGS | WS_CLIPCHILDREN | style,
0, 0,
windowRect.right - windowRect.left,
windowRect.bottom - windowRect.top,
NULL, NULL,
g_hInst,
NULL)))
{
UnregisterClassW(L"GZDoomOpenGLDummyWindow", g_hInst);
return 0;
}
ShowWindow(dummy, SW_HIDE);
return dummy;
}
//==========================================================================
//
//
//
//==========================================================================
void Win32GLVideo::ShutdownDummy(HWND dummy)
{
DestroyWindow(dummy);
UnregisterClassW(L"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;
}
//==========================================================================
//
//
//
//==========================================================================
static void append(std::vector<int> &list1, std::initializer_list<int> list2)
{
list1.insert(list1.end(), list2);
}
bool Win32GLVideo::SetupPixelFormat(int multisample)
{
int colorDepth;
HDC deskDC;
std::vector<int> attributes;
int pixelFormat;
unsigned int numFormats;
float attribsFloat[] = { 0.0f, 0.0f };
deskDC = GetDC(GetDesktopWindow());
colorDepth = GetDeviceCaps(deskDC, BITSPIXEL);
ReleaseDC(GetDesktopWindow(), deskDC);
if (myWglChoosePixelFormatARB)
{
again:
append(attributes, { WGL_DEPTH_BITS_ARB, 24 });
append(attributes, { WGL_STENCIL_BITS_ARB, 8 });
//required to be true
append(attributes, { WGL_DRAW_TO_WINDOW_ARB, GL_TRUE });
append(attributes, { WGL_SUPPORT_OPENGL_ARB, GL_TRUE });
append(attributes, { WGL_DOUBLE_BUFFER_ARB, GL_TRUE });
if (multisample > 0)
{
append(attributes, { WGL_SAMPLE_BUFFERS_ARB, GL_TRUE });
append(attributes, { WGL_SAMPLES_ARB, multisample });
}
append(attributes, { WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB }); //required to be FULL_ACCELERATION_ARB
if (vr_enable_quadbuffered)
{
// [BB] Starting with driver version 314.07, NVIDIA GeForce cards support OpenGL quad buffered
// stereo rendering with 3D Vision hardware. Select the corresponding attribute here.
append(attributes, { WGL_STEREO_ARB, GL_TRUE });
}
size_t bitsPos = attributes.size();
if (vid_hdr)
{
append(attributes, { WGL_RED_BITS_ARB, 16 });
append(attributes, { WGL_GREEN_BITS_ARB, 16 });
append(attributes, { WGL_BLUE_BITS_ARB, 16 });
append(attributes, { WGL_ALPHA_BITS_ARB, 16 });
append(attributes, { WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_FLOAT_ARB });
}
else
{
append(attributes, { WGL_RED_BITS_ARB, 8 });
append(attributes, { WGL_GREEN_BITS_ARB, 8 });
append(attributes, { WGL_BLUE_BITS_ARB, 8 });
append(attributes, { WGL_ALPHA_BITS_ARB, 8 });
}
append(attributes, { 0, 0 });
if (!myWglChoosePixelFormatARB(m_hDC, attributes.data(), attribsFloat, 1, &pixelFormat, &numFormats))
{
Printf("R_OPENGL: Couldn't choose pixel format. Retrying in compatibility mode\n");
goto oldmethod;
}
if (vid_hdr && numFormats == 0) // This card/driver doesn't support the rgb16f pixel format. Fall back to 8bpc
{
Printf("R_OPENGL: This card/driver does not support RGBA16F. HDR will not work.\n");
attributes.erase(attributes.begin() + bitsPos, attributes.end());
append(attributes, { WGL_RED_BITS_ARB, 8 });
append(attributes, { WGL_GREEN_BITS_ARB, 8 });
append(attributes, { WGL_BLUE_BITS_ARB, 8 });
append(attributes, { WGL_ALPHA_BITS_ARB, 8 });
append(attributes, { 0, 0 });
if (!myWglChoosePixelFormatARB(m_hDC, attributes.data(), attribsFloat, 1, &pixelFormat, &numFormats))
{
Printf("R_OPENGL: Couldn't choose pixel format. Retrying in compatibility mode\n");
goto oldmethod;
}
}
else if (vid_hdr)
{
vid_hdr_active = true;
}
if (numFormats == 0)
{
if (vr_enable_quadbuffered)
{
Printf("R_OPENGL: No valid pixel formats found for VR quadbuffering. Retrying without this feature\n");
vr_enable_quadbuffered = false;
goto again;
}
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)
{
I_Error("R_OPENGL: OpenGL driver not accelerated!");
return false;
}
}
if (!::SetPixelFormat(m_hDC, pixelFormat, NULL))
{
I_Error("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))
{
return false;
}
int prof = WGL_CONTEXT_CORE_PROFILE_BIT_ARB;
const char *version = Args->CheckValue("-glversion");
for (; prof <= WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB; prof++)
{
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 3.3 is a requirement.
static int versions[] = { 46, 45, 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, prof,
0
};
m_hRC = myWglCreateContextAttribsARB(m_hDC, 0, ctxAttribs);
if (m_hRC != NULL) break;
}
}
if (m_hRC == NULL && prof == WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB)
{
m_hRC = wglCreateContext(m_hDC);
if (m_hRC == NULL)
{
I_Error("R_OPENGL: Unable to create an OpenGL render context.\n");
return false;
}
}
if (m_hRC != NULL)
{
wglMakeCurrent(m_hDC, m_hRC);
return true;
}
}
// We get here if the driver doesn't support the modern context creation API which always means an old driver.
I_Error("R_OPENGL: Unable to create an OpenGL render context. Insufficient driver support for context creation\n");
return false;
}
//==========================================================================
//
//
//
//==========================================================================
void Win32GLVideo::Shutdown()
{
if (m_hRC)
{
wglMakeCurrent(0, 0);
wglDeleteContext(m_hRC);
}
if (m_hDC) ReleaseDC(m_Window, m_hDC);
}