mirror of
https://github.com/ZDoom/raze-gles.git
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218b0cfb03
- this does not actually yet build for Windows ARM64, but it does put the framework in place to make that possible in the near future
128 lines
4 KiB
C++
128 lines
4 KiB
C++
/*
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**
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**
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**---------------------------------------------------------------------------
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** Copyright 2003-2005 Tim Stump
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** Copyright 2005-2016 Christoph Oelckers
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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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#define WIN32_LEAN_AND_MEAN
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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 "engineerrors.h"
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#include "win32glvideo.h"
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extern HWND Window;
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extern "C" PROC zd_wglGetProcAddress(LPCSTR name);
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PFNWGLSWAPINTERVALEXTPROC myWglSwapIntervalExtProc;
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//==========================================================================
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//
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// Windows framebuffer
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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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//==========================================================================
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SystemGLFrameBuffer::SystemGLFrameBuffer(void *hMonitor, bool fullscreen) : SystemBaseFrameBuffer(hMonitor, fullscreen)
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{
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if (!static_cast<Win32GLVideo *>(Video)->InitHardware(Window, 0))
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{
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I_FatalError("Unable to initialize OpenGL");
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return;
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}
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HDC hDC = GetDC(Window);
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const char *wglext = nullptr;
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myWglSwapIntervalExtProc = (PFNWGLSWAPINTERVALEXTPROC)zd_wglGetProcAddress("wglSwapIntervalEXT");
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auto myWglGetExtensionsStringARB = (PFNWGLGETEXTENSIONSSTRINGARBPROC)zd_wglGetProcAddress("wglGetExtensionsStringARB");
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if (myWglGetExtensionsStringARB)
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{
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wglext = myWglGetExtensionsStringARB(hDC);
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}
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else
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{
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auto myWglGetExtensionsStringEXT = (PFNWGLGETEXTENSIONSSTRINGEXTPROC)zd_wglGetProcAddress("wglGetExtensionsStringEXT");
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if (myWglGetExtensionsStringEXT)
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{
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wglext = myWglGetExtensionsStringEXT();
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}
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}
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SwapInterval = 1;
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if (wglext != nullptr)
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{
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if (strstr(wglext, "WGL_EXT_swap_control_tear"))
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{
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SwapInterval = -1;
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}
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}
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ReleaseDC(Window, hDC);
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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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EXTERN_CVAR(Bool, vid_vsync);
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CUSTOM_CVAR(Bool, gl_control_tear, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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vid_vsync.Callback();
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}
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void SystemGLFrameBuffer::SetVSync (bool vsync)
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{
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if (myWglSwapIntervalExtProc != NULL) myWglSwapIntervalExtProc(vsync ? (gl_control_tear? SwapInterval : 1) : 0);
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}
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void SystemGLFrameBuffer::SwapBuffers()
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{
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::SwapBuffers(static_cast<Win32GLVideo *>(Video)->m_hDC);
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}
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