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		b5334d14f7
		
			
		
	
	
	
	
		
			
			Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
		
	
			
		
			
				
	
	
		
			220 lines
		
	
	
	
		
			7.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			220 lines
		
	
	
	
		
			7.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  context_gl_windows.cpp                                               */
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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) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 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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| 
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| #if defined(OPENGL_ENABLED) || defined(GLES_ENABLED)
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| 
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| // Author: Juan Linietsky <reduzio@gmail.com>, (C) 2008
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| 
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| #include "context_gl_windows.h"
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| 
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| #include <dwmapi.h>
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| 
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| #define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
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| #define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092
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| #define WGL_CONTEXT_FLAGS_ARB 0x2094
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| #define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x00000002
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| #define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126
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| #define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
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| 
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| #if defined(__GNUC__)
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| // Workaround GCC warning from -Wcast-function-type.
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| #define wglGetProcAddress (void *)wglGetProcAddress
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| #endif
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| 
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| typedef HGLRC(APIENTRY *PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int *);
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| 
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| void ContextGL_Windows::release_current() {
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| 	wglMakeCurrent(hDC, nullptr);
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| }
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| 
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| void ContextGL_Windows::make_current() {
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| 	wglMakeCurrent(hDC, hRC);
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| }
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| 
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| int ContextGL_Windows::get_window_width() {
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| 	return OS::get_singleton()->get_video_mode().width;
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| }
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| 
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| int ContextGL_Windows::get_window_height() {
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| 	return OS::get_singleton()->get_video_mode().height;
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| }
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| 
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| bool ContextGL_Windows::should_vsync_via_compositor() {
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| 	if (OS::get_singleton()->is_window_fullscreen() || !OS::get_singleton()->is_vsync_via_compositor_enabled()) {
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| 		return false;
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| 	}
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| 
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| 	// Note: All Windows versions supported by Godot have a compositor.
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| 	// It can be disabled on earlier Windows versions.
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| 	BOOL dwm_enabled;
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| 
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| 	if (SUCCEEDED(DwmIsCompositionEnabled(&dwm_enabled))) {
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| 		return dwm_enabled;
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| 	}
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| 
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| 	return false;
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| }
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| 
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| void ContextGL_Windows::swap_buffers() {
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| 	SwapBuffers(hDC);
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| 
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| 	if (use_vsync) {
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| 		bool vsync_via_compositor_now = should_vsync_via_compositor();
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| 
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| 		if (vsync_via_compositor_now && wglGetSwapIntervalEXT() == 0) {
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| 			DwmFlush();
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| 		}
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| 
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| 		if (vsync_via_compositor_now != vsync_via_compositor) {
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| 			// The previous frame had a different operating mode than this
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| 			// frame.  Set the 'vsync_via_compositor' member variable and the
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| 			// OpenGL swap interval to their proper values.
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| 			set_use_vsync(true);
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| 		}
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| 	}
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| }
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| 
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| void ContextGL_Windows::set_use_vsync(bool p_use) {
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| 	vsync_via_compositor = p_use && should_vsync_via_compositor();
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| 
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| 	if (wglSwapIntervalEXT) {
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| 		int swap_interval = (p_use && !vsync_via_compositor) ? 1 : 0;
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| 		wglSwapIntervalEXT(swap_interval);
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| 	}
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| 
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| 	use_vsync = p_use;
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| }
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| 
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| bool ContextGL_Windows::is_using_vsync() const {
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| 	return use_vsync;
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| }
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| 
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| #define _WGL_CONTEXT_DEBUG_BIT_ARB 0x0001
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| 
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| Error ContextGL_Windows::initialize() {
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| 	static PIXELFORMATDESCRIPTOR pfd = {
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| 		sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
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| 		1,
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| 		PFD_DRAW_TO_WINDOW | // Format Must Support Window
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| 				PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
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| 				PFD_DOUBLEBUFFER,
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| 		(BYTE)PFD_TYPE_RGBA,
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| 		(BYTE)(OS::get_singleton()->is_layered_allowed() ? 32 : 24),
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| 		(BYTE)0, (BYTE)0, (BYTE)0, (BYTE)0, (BYTE)0, (BYTE)0, // Color Bits Ignored
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| 		(BYTE)(OS::get_singleton()->is_layered_allowed() ? 8 : 0), // Alpha Buffer
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| 		(BYTE)0, // Shift Bit Ignored
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| 		(BYTE)0, // No Accumulation Buffer
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| 		(BYTE)0, (BYTE)0, (BYTE)0, (BYTE)0, // Accumulation Bits Ignored
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| 		(BYTE)24, // 24Bit Z-Buffer (Depth Buffer)
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| 		(BYTE)0, // No Stencil Buffer
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| 		(BYTE)0, // No Auxiliary Buffer
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| 		(BYTE)PFD_MAIN_PLANE, // Main Drawing Layer
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| 		(BYTE)0, // Reserved
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| 		0, 0, 0 // Layer Masks Ignored
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| 	};
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| 
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| 	hDC = GetDC(hWnd);
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| 	if (!hDC) {
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| 		return ERR_CANT_CREATE; // Return FALSE
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| 	}
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| 
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| 	pixel_format = ChoosePixelFormat(hDC, &pfd);
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| 	if (!pixel_format) // Did Windows Find A Matching Pixel Format?
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| 	{
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| 		return ERR_CANT_CREATE; // Return FALSE
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| 	}
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| 
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| 	BOOL ret = SetPixelFormat(hDC, pixel_format, &pfd);
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| 	if (!ret) // Are We Able To Set The Pixel Format?
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| 	{
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| 		return ERR_CANT_CREATE; // Return FALSE
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| 	}
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| 
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| 	hRC = wglCreateContext(hDC);
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| 	if (!hRC) // Are We Able To Get A Rendering Context?
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| 	{
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| 		return ERR_CANT_CREATE; // Return FALSE
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| 	}
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| 
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| 	wglMakeCurrent(hDC, hRC);
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| 
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| 	if (opengl_3_context) {
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| 		int attribs[] = {
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| 			WGL_CONTEXT_MAJOR_VERSION_ARB, 3, //we want a 3.3 context
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| 			WGL_CONTEXT_MINOR_VERSION_ARB, 3,
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| 			//and it shall be forward compatible so that we can only use up to date functionality
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| 			WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
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| 			WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB /*| _WGL_CONTEXT_DEBUG_BIT_ARB*/,
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| 			0
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| 		}; //zero indicates the end of the array
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| 
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| 		PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = nullptr; //pointer to the method
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| 		wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
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| 
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| 		if (wglCreateContextAttribsARB == nullptr) //OpenGL 3.0 is not supported
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| 		{
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| 			wglDeleteContext(hRC);
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| 			return ERR_CANT_CREATE;
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| 		}
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| 
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| 		HGLRC new_hRC = wglCreateContextAttribsARB(hDC, 0, attribs);
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| 		if (!new_hRC) {
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| 			wglDeleteContext(hRC);
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| 			return ERR_CANT_CREATE; // Return false
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| 		}
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| 		wglMakeCurrent(hDC, nullptr);
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| 		wglDeleteContext(hRC);
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| 		hRC = new_hRC;
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| 
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| 		if (!wglMakeCurrent(hDC, hRC)) // Try To Activate The Rendering Context
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| 		{
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| 			return ERR_CANT_CREATE; // Return FALSE
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| 		}
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| 	}
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| 
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| 	wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT");
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| 	wglGetSwapIntervalEXT = (PFNWGLGETSWAPINTERVALEXTPROC)wglGetProcAddress("wglGetSwapIntervalEXT");
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| 	//glWrapperInit(wrapper_get_proc_address);
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| 
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| 	return OK;
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| }
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| 
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| ContextGL_Windows::ContextGL_Windows(HWND hwnd, bool p_opengl_3_context) {
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| 	opengl_3_context = p_opengl_3_context;
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| 	hWnd = hwnd;
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| 	use_vsync = false;
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| 	vsync_via_compositor = false;
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| 	pixel_format = 0;
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| }
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| 
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| ContextGL_Windows::~ContextGL_Windows() {
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| }
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| 
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| #endif
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