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Diffstat (limited to 'platform/uwp/gl_context_egl.cpp')
-rw-r--r-- | platform/uwp/gl_context_egl.cpp | 218 |
1 files changed, 218 insertions, 0 deletions
diff --git a/platform/uwp/gl_context_egl.cpp b/platform/uwp/gl_context_egl.cpp new file mode 100644 index 0000000000..c9c03db8a1 --- /dev/null +++ b/platform/uwp/gl_context_egl.cpp @@ -0,0 +1,218 @@ +/*************************************************************************/ +/* gl_context_egl.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#include "gl_context_egl.h" + +#include "EGL/eglext.h" + +using namespace Platform; + +void ContextEGL::release_current() { + + eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, mEglContext); +}; + +void ContextEGL::make_current() { + + eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext); +}; + +int ContextEGL::get_window_width() { + + return width; +}; + +int ContextEGL::get_window_height() { + + return height; +}; + +void ContextEGL::reset() { + + cleanup(); + + window = CoreWindow::GetForCurrentThread(); + initialize(); +}; + +void ContextEGL::swap_buffers() { + + if (eglSwapBuffers(mEglDisplay, mEglSurface) != EGL_TRUE) + { + cleanup(); + + window = CoreWindow::GetForCurrentThread(); + initialize(); + + // tell rasterizer to reload textures and stuff? + } +}; + +Error ContextEGL::initialize() { + + EGLint configAttribList[] = { + EGL_RED_SIZE, 8, + EGL_GREEN_SIZE, 8, + EGL_BLUE_SIZE, 8, + EGL_ALPHA_SIZE, 8, + EGL_DEPTH_SIZE, 8, + EGL_STENCIL_SIZE, 8, + EGL_SAMPLE_BUFFERS, 0, + EGL_NONE + }; + + EGLint surfaceAttribList[] = { + EGL_NONE, EGL_NONE + }; + + EGLint numConfigs = 0; + EGLint majorVersion = 1; + EGLint minorVersion = 0; + EGLDisplay display = EGL_NO_DISPLAY; + EGLContext context = EGL_NO_CONTEXT; + EGLSurface surface = EGL_NO_SURFACE; + EGLConfig config = nullptr; + EGLint contextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE, EGL_NONE }; + + try { + + const EGLint displayAttributes[] = + { + /*EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, + EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9, + EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3, + EGL_NONE,*/ + // These are the default display attributes, used to request ANGLE's D3D11 renderer. + // eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+. + EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, + + // EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices. + // Its syntax is subject to change, though. Please update your Visual Studio templates if you experience compilation issues with it. + //EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE, + + // EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is an option that enables ANGLE to automatically call + // the IDXGIDevice3::Trim method on behalf of the application when it gets suspended. + // Calling IDXGIDevice3::Trim when an application is suspended is a Windows Store application certification requirement. + EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE, + EGL_NONE, + }; + + PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = reinterpret_cast<PFNEGLGETPLATFORMDISPLAYEXTPROC>(eglGetProcAddress("eglGetPlatformDisplayEXT")); + + if (!eglGetPlatformDisplayEXT) + { + throw Exception::CreateException(E_FAIL, L"Failed to get function eglGetPlatformDisplayEXT"); + } + + display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, displayAttributes); + + if (display == EGL_NO_DISPLAY) + { + throw Exception::CreateException(E_FAIL, L"Failed to get default EGL display"); + } + + if (eglInitialize(display, &majorVersion, &minorVersion) == EGL_FALSE) + { + throw Exception::CreateException(E_FAIL, L"Failed to initialize EGL"); + } + + if (eglGetConfigs(display, NULL, 0, &numConfigs) == EGL_FALSE) + { + throw Exception::CreateException(E_FAIL, L"Failed to get EGLConfig count"); + } + + if (eglChooseConfig(display, configAttribList, &config, 1, &numConfigs) == EGL_FALSE) + { + throw Exception::CreateException(E_FAIL, L"Failed to choose first EGLConfig count"); + } + + surface = eglCreateWindowSurface(display, config, reinterpret_cast<IInspectable*>(window), surfaceAttribList); + if (surface == EGL_NO_SURFACE) + { + throw Exception::CreateException(E_FAIL, L"Failed to create EGL fullscreen surface"); + } + + context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs); + if (context == EGL_NO_CONTEXT) + { + throw Exception::CreateException(E_FAIL, L"Failed to create EGL context"); + } + + if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) + { + throw Exception::CreateException(E_FAIL, L"Failed to make fullscreen EGLSurface current"); + } + } catch (...) { + return FAILED; + }; + + mEglDisplay = display; + mEglSurface = surface; + mEglContext = context; + + eglQuerySurface(display,surface,EGL_WIDTH,&width); + eglQuerySurface(display,surface,EGL_HEIGHT,&height); + + return OK; +}; + +void ContextEGL::cleanup() { + + if (mEglDisplay != EGL_NO_DISPLAY && mEglSurface != EGL_NO_SURFACE) + { + eglDestroySurface(mEglDisplay, mEglSurface); + mEglSurface = EGL_NO_SURFACE; + } + + if (mEglDisplay != EGL_NO_DISPLAY && mEglContext != EGL_NO_CONTEXT) + { + eglDestroyContext(mEglDisplay, mEglContext); + mEglContext = EGL_NO_CONTEXT; + } + + if (mEglDisplay != EGL_NO_DISPLAY) + { + eglTerminate(mEglDisplay); + mEglDisplay = EGL_NO_DISPLAY; + } +}; + +ContextEGL::ContextEGL(CoreWindow^ p_window) : + mEglDisplay(EGL_NO_DISPLAY), + mEglContext(EGL_NO_CONTEXT), + mEglSurface(EGL_NO_SURFACE) + { + + window = p_window; +}; + +ContextEGL::~ContextEGL() { + + cleanup(); +}; + |