MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent)
{
    initializeGLContext();
    initializeGLArea();
    initializeParamsArea();

    resize(600, 400);
}
SkCommandBufferGLContext::SkCommandBufferGLContext(void* nativeWindow, int msaaSampleCount) {
    static const EGLint surfaceAttribs[] = { EGL_NONE };

    EGLint configAttribs[] = {
        EGL_RED_SIZE,       8,
        EGL_GREEN_SIZE,     8,
        EGL_BLUE_SIZE,      8,
        EGL_ALPHA_SIZE,     8,
        EGL_DEPTH_SIZE,     8,
        EGL_STENCIL_SIZE,   8,
        EGL_SAMPLE_BUFFERS, 1,
        EGL_SAMPLES,        msaaSampleCount,
        EGL_NONE
    };
    if (msaaSampleCount == 0) {
        configAttribs[12] = EGL_NONE;
    }

    initializeGLContext(nativeWindow, configAttribs, surfaceAttribs);
}
SkCommandBufferGLContext::SkCommandBufferGLContext()
    : fContext(EGL_NO_CONTEXT)
    , fDisplay(EGL_NO_DISPLAY)
    , fSurface(EGL_NO_SURFACE) {

    static const EGLint configAttribs[] = {
        EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
        EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
        EGL_RED_SIZE, 8,
        EGL_GREEN_SIZE, 8,
        EGL_BLUE_SIZE, 8,
        EGL_ALPHA_SIZE, 8,
        EGL_NONE
    };

    static const EGLint surfaceAttribs[] = {
        EGL_WIDTH, 1,
        EGL_HEIGHT, 1,
        EGL_NONE
    };

    initializeGLContext(nullptr, configAttribs, surfaceAttribs);
}
Beispiel #4
0
void OpenGLGraphicsManager::notifyContextCreate(const Graphics::PixelFormat &defaultFormat, const Graphics::PixelFormat &defaultFormatAlpha) {
	// Initialize context for use.
	initializeGLContext();

	// Initialize pipeline.
	delete _pipeline;
	_pipeline = nullptr;

#if !USE_FORCED_GLES
	if (g_context.shadersSupported) {
		ShaderMan.notifyCreate();
		_pipeline = new ShaderPipeline(ShaderMan.query(ShaderManager::kDefault));
	}
#endif

#if !USE_FORCED_GLES2
	if (_pipeline == nullptr) {
		_pipeline = new FixedPipeline();
	}
#endif

	g_context.setPipeline(_pipeline);

	// Disable 3D properties.
	GL_CALL(glDisable(GL_CULL_FACE));
	GL_CALL(glDisable(GL_DEPTH_TEST));
	GL_CALL(glDisable(GL_DITHER));

	g_context.getActivePipeline()->setColor(1.0f, 1.0f, 1.0f, 1.0f);

	GL_CALL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));

	// Setup backbuffer state.

	// Default to black as clear color.
	_backBuffer.setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	// Setup alpha blend (for overlay and cursor).
	_backBuffer.enableBlend(true);
	// Setup scissor state accordingly.
	_backBuffer.enableScissorTest(!_overlayVisible);

	g_context.getActivePipeline()->setFramebuffer(&_backBuffer);

	// Clear the whole screen for the first three frames to assure any
	// leftovers are cleared.
	_scissorOverride = 3;

	// We use a "pack" alignment (when reading from textures) to 4 here,
	// since the only place where we really use it is the BMP screenshot
	// code and that requires the same alignment too.
	GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, 4));

	// Refresh the output screen dimensions if some are set up.
	if (_outputScreenWidth != 0 && _outputScreenHeight != 0) {
		setActualScreenSize(_outputScreenWidth, _outputScreenHeight);
	}

	// TODO: Should we try to convert textures into one of those formats if
	// possible? For example, when _gameScreen is CLUT8 we might want to use
	// defaultFormat now.
	_defaultFormat = defaultFormat;
	_defaultFormatAlpha = defaultFormatAlpha;

	if (_gameScreen) {
		_gameScreen->recreate();
	}

	if (_overlay) {
		_overlay->recreate();
	}

	if (_cursor) {
		_cursor->recreate();
	}

#ifdef USE_OSD
	if (_osdMessageSurface) {
		_osdMessageSurface->recreate();
	}

	if (_osdIconSurface) {
		_osdIconSurface->recreate();
	}
#endif
}