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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"
- #include "postFx/postEffect.h"
- GFX_ImplementTextureProfile( BackBufferDepthProfile,
- GFXTextureProfile::DiffuseMap,
- GFXTextureProfile::PreserveSize |
- GFXTextureProfile::NoMipmap |
- GFXTextureProfile::ZTarget |
- GFXTextureProfile::Pooled,
- GFXTextureProfile::NONE );
- GFXGLWindowTarget::GFXGLWindowTarget(PlatformWindow *win, GFXDevice *d)
- : GFXWindowTarget(win), mDevice(d), mContext(NULL), mFullscreenContext(NULL)
- , mCopyFBO(0), mBackBufferFBO(0), mSecondaryWindow(false)
- {
- win->appEvent.notify(this, &GFXGLWindowTarget::_onAppSignal);
- }
- GFXGLWindowTarget::~GFXGLWindowTarget()
- {
- if(glIsFramebuffer(mCopyFBO))
- {
- glDeleteFramebuffers(1, &mCopyFBO);
- }
- }
- void GFXGLWindowTarget::resetMode()
- {
- // Do some validation...
- bool fullscreen = mWindow->getVideoMode().fullScreen;
- if (fullscreen && mSecondaryWindow)
- {
- AssertFatal(false, "GFXGLWindowTarget::resetMode - Cannot go fullscreen with secondary window!");
- }
- if (fullscreen != mWindow->isFullscreen())
- {
- _teardownCurrentMode();
- _setupNewMode();
- }
- GFX->beginReset();
- }
- 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);
- if( GFXGL->mCapabilities.copyImage )
- {
- if(mBackBufferColorTex.getWidth() == glTexture->getWidth()
- && mBackBufferColorTex.getHeight() == glTexture->getHeight()
- && mBackBufferColorTex.getFormat() == glTexture->getFormat())
- {
- glCopyImageSubData(
- static_cast<GFXGLTextureObject*>(mBackBufferColorTex.getPointer())->getHandle(), GL_TEXTURE_2D, 0, 0, 0, 0,
- glTexture->getHandle(), GL_TEXTURE_2D, 0, 0, 0, 0,
- getSize().x, getSize().y, 1);
- return;
- }
- }
- PRESERVE_FRAMEBUFFER();
- if(!mCopyFBO)
- {
- glGenFramebuffers(1, &mCopyFBO);
- }
-
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mCopyFBO);
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glTexture->getHandle(), 0);
-
- glBindFramebuffer(GL_READ_FRAMEBUFFER, mBackBufferFBO);
-
- glBlitFramebuffer(0, 0, getSize().x, getSize().y,
- 0, 0, glTexture->getWidth(), glTexture->getHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
- }
- inline void GFXGLWindowTarget::_setupAttachments()
- {
- glBindFramebuffer( GL_FRAMEBUFFER, mBackBufferFBO);
- glEnable(GL_FRAMEBUFFER_SRGB);
- GFXGL->getOpenglCache()->setCacheBinded(GL_FRAMEBUFFER, mBackBufferFBO);
- const Point2I dstSize = getSize();
- mBackBufferColorTex.set(dstSize.x, dstSize.y, getFormat(), &GFXRenderTargetSRGBProfile, "backBuffer");
- GFXGLTextureObject *color = static_cast<GFXGLTextureObject*>(mBackBufferColorTex.getPointer());
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color->getHandle(), 0);
- mBackBufferDepthTex.set(dstSize.x, dstSize.y, GFXFormatD24S8, &BackBufferDepthProfile, "backBuffer");
- GFXGLTextureObject *depth = static_cast<GFXGLTextureObject*>(mBackBufferDepthTex.getPointer());
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depth->getHandle(), 0);
- }
- void GFXGLWindowTarget::makeActive()
- {
- //make the rendering context active on this window
- _makeContextCurrent();
- if(mBackBufferFBO)
- {
- glBindFramebuffer( GL_FRAMEBUFFER, mBackBufferFBO);
- GFXGL->getOpenglCache()->setCacheBinded(GL_FRAMEBUFFER, mBackBufferFBO);
- }
- else
- {
- glGenFramebuffers(1, &mBackBufferFBO);
- _setupAttachments();
- CHECK_FRAMEBUFFER_STATUS();
- }
- }
- bool GFXGLWindowTarget::present()
- {
- PRESERVE_FRAMEBUFFER();
- const Point2I srcSize = mBackBufferColorTex.getWidthHeight();
- const Point2I dstSize = getSize();
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
- glBindFramebuffer(GL_READ_FRAMEBUFFER, mBackBufferFBO);
- // OpenGL render upside down for make render more similar to DX.
- // Final screen are corrected here
- glBlitFramebuffer(
- 0, 0, srcSize.x, srcSize.y,
- 0, dstSize.y, dstSize.x, 0, // Y inverted
- GL_COLOR_BUFFER_BIT, GL_NEAREST);
- _WindowPresent();
- if(srcSize != dstSize || mBackBufferDepthTex.getWidthHeight() != dstSize)
- _setupAttachments();
- return true;
- }
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