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- //-----------------------------------------------------------------------------
- // 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<GFXGLDevice*>(mDevice)->mVolatileVBs.clear();
- }
- void GFXGLWindowTarget::resolveTo(GFXTextureObject* obj)
- {
- AssertFatal(dynamic_cast<GFXGLTextureObject*>(obj), "GFXGLTextureTarget::resolveTo - Incorrect type of texture, expected a GFXGLTextureObject");
- GFXGLTextureObject* glTexture = static_cast<GFXGLTextureObject*>(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);
- }
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