That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
218 lines
7.1 KiB
C++
218 lines
7.1 KiB
C++
/*************************************************************************/
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/* gl_context_egl.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "gl_context_egl.h"
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#include "EGL/eglext.h"
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using namespace Platform;
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void ContextEGL::release_current() {
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eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, mEglContext);
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};
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void ContextEGL::make_current() {
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eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext);
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};
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int ContextEGL::get_window_width() {
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return width;
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};
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int ContextEGL::get_window_height() {
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return height;
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};
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void ContextEGL::reset() {
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cleanup();
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window = CoreWindow::GetForCurrentThread();
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initialize();
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};
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void ContextEGL::swap_buffers() {
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if (eglSwapBuffers(mEglDisplay, mEglSurface) != EGL_TRUE)
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{
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cleanup();
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window = CoreWindow::GetForCurrentThread();
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initialize();
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// tell rasterizer to reload textures and stuff?
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}
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};
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Error ContextEGL::initialize() {
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EGLint configAttribList[] = {
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EGL_RED_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_BLUE_SIZE, 8,
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EGL_ALPHA_SIZE, 8,
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EGL_DEPTH_SIZE, 8,
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EGL_STENCIL_SIZE, 8,
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EGL_SAMPLE_BUFFERS, 0,
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EGL_NONE
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};
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EGLint surfaceAttribList[] = {
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EGL_NONE, EGL_NONE
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};
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EGLint numConfigs = 0;
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EGLint majorVersion = 1;
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EGLint minorVersion = 0;
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EGLDisplay display = EGL_NO_DISPLAY;
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EGLContext context = EGL_NO_CONTEXT;
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EGLSurface surface = EGL_NO_SURFACE;
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EGLConfig config = nullptr;
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EGLint contextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE, EGL_NONE };
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try {
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const EGLint displayAttributes[] =
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{
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/*EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
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EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9,
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EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3,
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EGL_NONE,*/
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// These are the default display attributes, used to request ANGLE's D3D11 renderer.
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// eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+.
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EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
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// EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices.
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// Its syntax is subject to change, though. Please update your Visual Studio templates if you experience compilation issues with it.
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//EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
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// EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is an option that enables ANGLE to automatically call
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// the IDXGIDevice3::Trim method on behalf of the application when it gets suspended.
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// Calling IDXGIDevice3::Trim when an application is suspended is a Windows Store application certification requirement.
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EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
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EGL_NONE,
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};
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PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = reinterpret_cast<PFNEGLGETPLATFORMDISPLAYEXTPROC>(eglGetProcAddress("eglGetPlatformDisplayEXT"));
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if (!eglGetPlatformDisplayEXT)
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{
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throw Exception::CreateException(E_FAIL, L"Failed to get function eglGetPlatformDisplayEXT");
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}
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display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, displayAttributes);
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if (display == EGL_NO_DISPLAY)
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{
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throw Exception::CreateException(E_FAIL, L"Failed to get default EGL display");
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}
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if (eglInitialize(display, &majorVersion, &minorVersion) == EGL_FALSE)
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{
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throw Exception::CreateException(E_FAIL, L"Failed to initialize EGL");
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}
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if (eglGetConfigs(display, NULL, 0, &numConfigs) == EGL_FALSE)
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{
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throw Exception::CreateException(E_FAIL, L"Failed to get EGLConfig count");
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}
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if (eglChooseConfig(display, configAttribList, &config, 1, &numConfigs) == EGL_FALSE)
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{
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throw Exception::CreateException(E_FAIL, L"Failed to choose first EGLConfig count");
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}
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surface = eglCreateWindowSurface(display, config, reinterpret_cast<IInspectable*>(window), surfaceAttribList);
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if (surface == EGL_NO_SURFACE)
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{
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throw Exception::CreateException(E_FAIL, L"Failed to create EGL fullscreen surface");
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}
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context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
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if (context == EGL_NO_CONTEXT)
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{
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throw Exception::CreateException(E_FAIL, L"Failed to create EGL context");
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}
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if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE)
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{
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throw Exception::CreateException(E_FAIL, L"Failed to make fullscreen EGLSurface current");
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}
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} catch (...) {
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return FAILED;
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};
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mEglDisplay = display;
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mEglSurface = surface;
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mEglContext = context;
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eglQuerySurface(display,surface,EGL_WIDTH,&width);
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eglQuerySurface(display,surface,EGL_HEIGHT,&height);
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return OK;
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};
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void ContextEGL::cleanup() {
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if (mEglDisplay != EGL_NO_DISPLAY && mEglSurface != EGL_NO_SURFACE)
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{
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eglDestroySurface(mEglDisplay, mEglSurface);
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mEglSurface = EGL_NO_SURFACE;
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}
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if (mEglDisplay != EGL_NO_DISPLAY && mEglContext != EGL_NO_CONTEXT)
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{
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eglDestroyContext(mEglDisplay, mEglContext);
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mEglContext = EGL_NO_CONTEXT;
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}
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if (mEglDisplay != EGL_NO_DISPLAY)
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{
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eglTerminate(mEglDisplay);
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mEglDisplay = EGL_NO_DISPLAY;
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}
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};
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ContextEGL::ContextEGL(CoreWindow^ p_window) :
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mEglDisplay(EGL_NO_DISPLAY),
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mEglContext(EGL_NO_CONTEXT),
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mEglSurface(EGL_NO_SURFACE)
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{
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window = p_window;
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};
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ContextEGL::~ContextEGL() {
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cleanup();
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};
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