gfxGLDevice.sdl.cpp 7.7 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #if defined( TORQUE_SDL ) && !defined( TORQUE_DEDICATED )
  23. #include "gfx/gfxCubemap.h"
  24. #include "gfx/screenshot.h"
  25. #include "gfx/gl/gfxGLDevice.h"
  26. #include "gfx/gl/gfxGLEnumTranslate.h"
  27. #include "gfx/gl/gfxGLVertexBuffer.h"
  28. #include "gfx/gl/gfxGLPrimitiveBuffer.h"
  29. #include "gfx/gl/gfxGLTextureTarget.h"
  30. #include "gfx/gl/gfxGLWindowTarget.h"
  31. #include "gfx/gl/gfxGLTextureManager.h"
  32. #include "gfx/gl/gfxGLTextureObject.h"
  33. #include "gfx/gl/gfxGLCubemap.h"
  34. #include "gfx/gl/gfxGLCardProfiler.h"
  35. #include "windowManager/sdl/sdlWindow.h"
  36. #include "platform/platformGL.h"
  37. #include "SDL.h"
  38. extern void loadGLCore();
  39. extern void loadGLExtensions(void* context);
  40. void EnumerateVideoModes(Vector<GFXVideoMode>& outModes)
  41. {
  42. int count = SDL_GetNumDisplayModes( 0 );
  43. if( count < 0)
  44. {
  45. AssertFatal(0, "");
  46. return;
  47. }
  48. SDL_DisplayMode mode;
  49. for(int i = 0; i < count; ++i)
  50. {
  51. SDL_GetDisplayMode( 0, i, &mode);
  52. GFXVideoMode outMode;
  53. outMode.resolution.set( mode.w, mode.h );
  54. outMode.refreshRate = mode.refresh_rate;
  55. // BBP = 32 for some reason the engine knows it should be 32, but then we
  56. // add some extra code to break what the engine knows.
  57. //outMode.bitDepth = SDL_BYTESPERPIXEL( mode.format ); // sets bitdepths to 4
  58. //outMode.bitDepth = SDL_BITSPERPIXEL(mode.format); // sets bitdepth to 24
  59. // hardcoded magic numbers ftw
  60. // This value is hardcoded in DX, probably to avoid the shenanigans going on here
  61. outMode.bitDepth = 32;
  62. outMode.wideScreen = (mode.w / mode.h) > (4 / 3);
  63. outMode.fullScreen = true;
  64. outModes.push_back( outMode );
  65. }
  66. }
  67. void GFXGLDevice::enumerateAdapters( Vector<GFXAdapter*> &adapterList )
  68. {
  69. AssertFatal( SDL_WasInit(SDL_INIT_VIDEO), "");
  70. PlatformGL::init(); // for hints about context creation
  71. // Create a dummy window & openGL context so that gl functions can be used here
  72. SDL_Window* tempWindow = SDL_CreateWindow(
  73. "", // window title
  74. SDL_WINDOWPOS_UNDEFINED, // initial x position
  75. SDL_WINDOWPOS_UNDEFINED, // initial y position
  76. 640, // width, in pixels
  77. 480, // height, in pixels
  78. SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN // flags - see below
  79. );
  80. SDL_ClearError();
  81. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  82. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
  83. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  84. SDL_GL_SetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, 1);
  85. SDL_GLContext tempContext = SDL_GL_CreateContext( tempWindow );
  86. if( !tempContext )
  87. {
  88. const char *err = SDL_GetError();
  89. Con::printf( err );
  90. AssertFatal(0, err );
  91. return;
  92. }
  93. SDL_ClearError();
  94. SDL_GL_MakeCurrent( tempWindow, tempContext );
  95. const char *err = SDL_GetError();
  96. if( err && err[0] )
  97. {
  98. Con::printf( err );
  99. AssertFatal(0, err );
  100. }
  101. // Init GL
  102. loadGLCore();
  103. loadGLExtensions(tempContext);
  104. //check minimun Opengl 3.3
  105. int major, minor;
  106. glGetIntegerv(GL_MAJOR_VERSION, &major);
  107. glGetIntegerv(GL_MINOR_VERSION, &minor);
  108. if( major < 3 || ( major == 3 && minor < 3 ) )
  109. {
  110. return;
  111. }
  112. //check for required extensions
  113. if (!gglHasExtension(ARB_texture_cube_map_array))
  114. {
  115. Con::warnf("Adapater supports OpenGL 3.3 but doesnt support GL_ARB_texture_cube_map_array");
  116. return;
  117. }
  118. if (!gglHasExtension(ARB_gpu_shader5))
  119. {
  120. Con::warnf("Adapater supports OpenGL 3.3 but doesnt support GL_ARB_gpu_shader5");
  121. return;
  122. }
  123. GFXAdapter *toAdd = new GFXAdapter;
  124. toAdd->mIndex = 0;
  125. const char* renderer = (const char*) glGetString( GL_RENDERER );
  126. AssertFatal( renderer != NULL, "GL_RENDERER returned NULL!" );
  127. if (renderer)
  128. {
  129. dStrcpy(toAdd->mName, renderer, GFXAdapter::MaxAdapterNameLen);
  130. dStrcat(toAdd->mName, " OpenGL", GFXAdapter::MaxAdapterNameLen);
  131. }
  132. else
  133. dStrcpy(toAdd->mName, "OpenGL", GFXAdapter::MaxAdapterNameLen);
  134. toAdd->mType = OpenGL;
  135. toAdd->mShaderModel = 0.f;
  136. toAdd->mCreateDeviceInstanceDelegate = mCreateDeviceInstance;
  137. // Enumerate all available resolutions:
  138. EnumerateVideoModes(toAdd->mAvailableModes);
  139. // Add to the list of available adapters.
  140. adapterList.push_back(toAdd);
  141. // Cleanup window & open gl context
  142. SDL_DestroyWindow( tempWindow );
  143. SDL_GL_DeleteContext( tempContext );
  144. }
  145. void GFXGLDevice::enumerateVideoModes()
  146. {
  147. mVideoModes.clear();
  148. EnumerateVideoModes(mVideoModes);
  149. }
  150. void GFXGLDevice::init( const GFXVideoMode &mode, PlatformWindow *window )
  151. {
  152. AssertFatal(window, "GFXGLDevice::init - no window specified, can't init device without a window!");
  153. PlatformWindowSDL* sdlWindow = dynamic_cast<PlatformWindowSDL*>(window);
  154. AssertFatal(sdlWindow, "Window is not a valid PlatformWindowSDL object");
  155. // Create OpenGL context
  156. mContext = PlatformGL::CreateContextGL( sdlWindow );
  157. PlatformGL::MakeCurrentGL( sdlWindow, mContext );
  158. loadGLCore();
  159. loadGLExtensions(mContext);
  160. // It is very important that extensions be loaded before we call initGLState()
  161. initGLState();
  162. mProjectionMatrix.identity();
  163. mInitialized = true;
  164. deviceInited();
  165. }
  166. bool GFXGLDevice::beginSceneInternal()
  167. {
  168. mCanCurrentlyRender = true;
  169. return true;
  170. }
  171. U32 GFXGLDevice::getTotalVideoMemory()
  172. {
  173. return getTotalVideoMemory_GL_EXT();
  174. }
  175. //------------------------------------------------------------------------------
  176. GFXWindowTarget *GFXGLDevice::allocWindowTarget( PlatformWindow *window )
  177. {
  178. GFXGLWindowTarget* ggwt = new GFXGLWindowTarget(window, this);
  179. //first window
  180. if (!mContext)
  181. {
  182. init(window->getVideoMode(), window);
  183. ggwt->mSecondaryWindow = false;
  184. }
  185. else
  186. ggwt->mSecondaryWindow = true;
  187. ggwt->registerResourceWithDevice(this);
  188. ggwt->mContext = mContext;
  189. return ggwt;
  190. }
  191. GFXFence* GFXGLDevice::_createPlatformSpecificFence()
  192. {
  193. return NULL;
  194. }
  195. //-----------------------------------------------------------------------------
  196. void GFXGLWindowTarget::_WindowPresent()
  197. {
  198. SDL_GL_SwapWindow( static_cast<PlatformWindowSDL*>( getWindow() )->getSDLWindow() );
  199. }
  200. void GFXGLWindowTarget::_teardownCurrentMode()
  201. {
  202. }
  203. void GFXGLWindowTarget::_setupNewMode()
  204. {
  205. }
  206. void GFXGLWindowTarget::_makeContextCurrent()
  207. {
  208. PlatformGL::MakeCurrentGL(mWindow, mContext);
  209. }
  210. #endif