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Diffstat (limited to 'platform/winrt/gl_context_egl.cpp')
-rw-r--r--platform/winrt/gl_context_egl.cpp218
1 files changed, 0 insertions, 218 deletions
diff --git a/platform/winrt/gl_context_egl.cpp b/platform/winrt/gl_context_egl.cpp
deleted file mode 100644
index f7b514b3c0..0000000000
--- a/platform/winrt/gl_context_egl.cpp
+++ /dev/null
@@ -1,218 +0,0 @@
-/*************************************************************************/
-/* gl_context_egl.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* http://www.godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2016 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();
-};
-