//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "windowManager/platformWindow.h" #include "gfx/gl/gfxGLDevice.h" #include "gfx/gl/gfxGLWindowTarget.h" #include "gfx/gl/gfxGLTextureObject.h" #include "gfx/gl/gfxGLUtils.h" GFXGLWindowTarget::GFXGLWindowTarget(PlatformWindow *win, GFXDevice *d) : GFXWindowTarget(win), mDevice(d), mContext(NULL), mFullscreenContext(NULL) { win->appEvent.notify(this, &GFXGLWindowTarget::_onAppSignal); } void GFXGLWindowTarget::resetMode() { if(mWindow->getVideoMode().fullScreen != mWindow->isFullscreen()) { _teardownCurrentMode(); _setupNewMode(); } } void GFXGLWindowTarget::_onAppSignal(WindowId wnd, S32 event) { if(event != WindowHidden) return; // TODO: Investigate this further. // Opening and then closing the console results in framerate dropping at an alarming rate down to 3-4 FPS and then // rebounding to it's usual level. Clearing all the volatile VBs prevents this behavior, but I can't explain why. // My fear is there is something fundamentally wrong with how we share objects between contexts and this is simply // masking the issue for the most common case. static_cast(mDevice)->mVolatileVBs.clear(); } void GFXGLWindowTarget::resolveTo(GFXTextureObject* obj) { AssertFatal(dynamic_cast(obj), "GFXGLTextureTarget::resolveTo - Incorrect type of texture, expected a GFXGLTextureObject"); GFXGLTextureObject* glTexture = static_cast(obj); PRESERVE_FRAMEBUFFER(); GLuint dest; glGenFramebuffersEXT(1, &dest); glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, dest); glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, glTexture->getHandle(), 0); glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0); glBlitFramebufferEXT(0, 0, getSize().x, getSize().y, 0, 0, glTexture->getWidth(), glTexture->getHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0); glDeleteFramebuffersEXT(1, &dest); }