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								/**************************************************************************/
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								/*  gl_manager_windows_native.h                                           */
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								/**************************************************************************/
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								/*                         This file is part of:                          */
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								/*                             GODOT ENGINE                               */
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								/*                        https://godotengine.org                         */
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								/**************************************************************************/
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								/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 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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								#ifndef GL_MANAGER_WINDOWS_NATIVE_H
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								#define GL_MANAGER_WINDOWS_NATIVE_H
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								#if defined(WINDOWS_ENABLED) && defined(GLES3_ENABLED)
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											2020-11-07 19:33:38 -03:00
										 
									 
								 
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								#include "core/error/error_list.h"
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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 <windows.h>
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								typedef bool(APIENTRY *PFNWGLSWAPINTERVALEXTPROC)(int interval);
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								typedef int(APIENTRY *PFNWGLGETSWAPINTERVALEXTPROC)(void);
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								class GLManagerNative_Windows {
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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 use_vsync = false;
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										// windows specific
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										HDC hDC;
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										HWND hwnd;
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										int gldisplay_id = 0;
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									};
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									struct GLDisplay {
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										// windows specific
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										HGLRC hRC;
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									};
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									RBMap<DisplayServer::WindowID, GLWindow> _windows;
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									LocalVector<GLDisplay> _displays;
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									GLWindow *_current_window = nullptr;
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									PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT = nullptr;
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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 direct_render;
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									int glx_minor, glx_major;
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								private:
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									void _nvapi_disable_threaded_optimization();
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									int _find_or_create_display(GLWindow &win);
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									Error _create_context(GLWindow &win, GLDisplay &gl_display);
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								public:
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									Error window_create(DisplayServer::WindowID p_window_id, HWND p_hwnd, HINSTANCE p_hinstance, 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 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(DisplayServer::WindowID p_window_id, bool p_use);
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									bool is_using_vsync(DisplayServer::WindowID p_window_id) const;
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									HDC get_hdc(DisplayServer::WindowID p_window_id);
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									HGLRC get_hglrc(DisplayServer::WindowID p_window_id);
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									GLManagerNative_Windows();
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									~GLManagerNative_Windows();
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								};
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								#endif // WINDOWS_ENABLED && GLES3_ENABLED
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								#endif // GL_MANAGER_WINDOWS_NATIVE_H
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