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								/*************************************************************************/
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								/*  gl_manager_x11.h                                                     */
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								/*************************************************************************/
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								/*                       This file is part of:                           */
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								/*                           GODOT ENGINE                                */
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											2017-08-27 14:16:55 +02:00
										 
									 
								 
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								/*                      https://godotengine.org                          */
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								/*************************************************************************/
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											2022-01-03 21:27:34 +01:00
										 
									 
								 
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								/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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								/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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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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								#ifndef GL_MANAGER_X11_H
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								#define GL_MANAGER_X11_H
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								#ifdef X11_ENABLED
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											2021-10-26 08:18:39 -07:00
										 
									 
								 
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								#ifdef GLES3_ENABLED
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											2018-09-11 18:13:45 +02:00
										 
									 
								 
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								#include "core/os/os.h"
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								#include "core/templates/local_vector.h"
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								#include "servers/display_server.h"
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								#include <X11/Xlib.h>
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								#include <X11/extensions/Xrender.h>
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								struct GLManager_X11_Private;
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								class GLManager_X11 {
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								public:
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									enum ContextType {
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										GLES_3_0_COMPATIBLE,
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									};
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								private:
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									// any data specific to the window
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									struct GLWindow {
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										bool in_use = false;
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										// the external ID .. should match the GL window number .. unused I think
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										DisplayServer::WindowID window_id = DisplayServer::INVALID_WINDOW_ID;
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										int width = 0;
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										int height = 0;
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										::Window x11_window;
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										int gldisplay_id = 0;
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									};
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									struct GLDisplay {
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										GLDisplay() { context = nullptr; }
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										~GLDisplay();
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										GLManager_X11_Private *context = nullptr;
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										::Display *x11_display;
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										XVisualInfo x_vi;
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									};
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									// just for convenience, window and display struct
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									struct XWinDisp {
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										::Window x11_window;
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										::Display *x11_display;
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									} _x_windisp;
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									LocalVector<GLWindow> _windows;
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									LocalVector<GLDisplay> _displays;
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									GLWindow *_current_window = nullptr;
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									void _internal_set_current_window(GLWindow *p_win);
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									GLWindow &get_window(unsigned int id) { return _windows[id]; }
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									const GLWindow &get_window(unsigned int id) const { return _windows[id]; }
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									const GLDisplay &get_current_display() const { return _displays[_current_window->gldisplay_id]; }
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									const GLDisplay &get_display(unsigned int id) { return _displays[id]; }
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									bool double_buffer;
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									bool direct_render;
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									int glx_minor, glx_major;
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									bool use_vsync;
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									ContextType context_type;
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								private:
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									int _find_or_create_display(Display *p_x11_display);
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									Error _create_context(GLDisplay &gl_display);
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								public:
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									XVisualInfo get_vi(Display *p_display);
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									Error window_create(DisplayServer::WindowID p_window_id, ::Window p_window, Display *p_display, int p_width, int p_height);
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									void window_destroy(DisplayServer::WindowID p_window_id);
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									void window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height);
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									void release_current();
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									void make_current();
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									void swap_buffers();
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									void window_make_current(DisplayServer::WindowID p_window_id);
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									Error initialize();
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									void set_use_vsync(bool p_use);
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									bool is_using_vsync() const;
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											2016-06-05 19:14:33 -03:00
										 
									 
								 
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											2020-11-18 18:11:30 +00:00
										 
									 
								 
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									GLManager_X11(const Vector2i &p_size, ContextType p_context_type);
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									~GLManager_X11();
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								};
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											2021-10-26 08:18:39 -07:00
										 
									 
								 
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								#endif // GLES3_ENABLED
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								#endif // X11_ENABLED
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								#endif // GL_MANAGER_X11_H
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