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/*************************************************************************/
/* gl_manager_x11.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#ifndef GL_MANAGER_X11_H
#define GL_MANAGER_X11_H
#ifdef X11_ENABLED
#ifdef GLES3_ENABLED
#include "core/os/os.h"
#include "core/templates/local_vector.h"
#include "servers/display_server.h"
#include <X11/Xlib.h>
#include <X11/extensions/Xrender.h>
struct GLManager_X11_Private;
class GLManager_X11 {
public:
enum ContextType {
GLES_3_0_COMPATIBLE,
};
private:
// any data specific to the window
struct GLWindow {
bool in_use = false;
// the external ID .. should match the GL window number .. unused I think
DisplayServer::WindowID window_id = DisplayServer::INVALID_WINDOW_ID;
int width = 0;
int height = 0;
::Window x11_window;
int gldisplay_id = 0;
};
struct GLDisplay {
GLDisplay() { context = nullptr; }
~GLDisplay();
GLManager_X11_Private *context = nullptr;
::Display *x11_display;
XVisualInfo x_vi;
};
// just for convenience, window and display struct
struct XWinDisp {
::Window x11_window;
::Display *x11_display;
} _x_windisp;
LocalVector<GLWindow> _windows;
LocalVector<GLDisplay> _displays;
GLWindow *_current_window = nullptr;
void _internal_set_current_window(GLWindow *p_win);
GLWindow &get_window(unsigned int id) { return _windows[id]; }
const GLWindow &get_window(unsigned int id) const { return _windows[id]; }
const GLDisplay &get_current_display() const { return _displays[_current_window->gldisplay_id]; }
const GLDisplay &get_display(unsigned int id) { return _displays[id]; }
bool double_buffer;
bool direct_render;
int glx_minor, glx_major;
bool use_vsync;
ContextType context_type;
private:
int _find_or_create_display(Display *p_x11_display);
Error _create_context(GLDisplay &gl_display);
public:
XVisualInfo get_vi(Display *p_display);
Error window_create(DisplayServer::WindowID p_window_id, ::Window p_window, Display *p_display, int p_width, int p_height);
void window_destroy(DisplayServer::WindowID p_window_id);
void window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height);
void release_current();
void make_current();
void swap_buffers();
void window_make_current(DisplayServer::WindowID p_window_id);
Error initialize();
void set_use_vsync(bool p_use);
bool is_using_vsync() const;
GLManager_X11(const Vector2i &p_size, ContextType p_context_type);
~GLManager_X11();
};
#endif // GLES3_ENABLED
#endif // X11_ENABLED
#endif // GL_MANAGER_X11_H
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