~FScopeContext( void )
	{
		if (!bSameDCAndContext)
		{
//			glFlush();	// not needed on Windows, it does flush by itself before switching contexts
			if (PrevContext)
			{
				ContextMakeCurrent(PrevDC,PrevContext);
			}
			else
			{
				ContextMakeCurrent(NULL,NULL);
			}
		}
	}
void PlatformSharedContextSetup(FPlatformOpenGLDevice* Device)
{
	check(Device && Device->SharedContext.DeviceContext && Device->SharedContext.OpenGLContext);

	// no need to glFlush() on Windows, it does flush by itself before switching contexts
	ContextMakeCurrent(Device->SharedContext.DeviceContext, Device->SharedContext.OpenGLContext);

}
Example #3
0
void PlatformNULLContextSetup()
{
	if (wglGetCurrentDC())
	{
		// no need to glFlush() on Windows, it does flush by itself before switching contexts
		ContextMakeCurrent(NULL, NULL);
	}
}
Example #4
0
void PlatformRenderingContextSetup(FPlatformOpenGLDevice* Device)
{
	check(Device && Device->RenderingContext.DeviceContext && Device->RenderingContext.OpenGLContext);

	if (GetCurrentContext())
	{
		glFlush();
	}
	if (Device->ViewportContexts.Num() == 1)
	{
		// use the HDC of the window, to reduce context swap overhead
		ContextMakeCurrent(Device->ViewportContexts[0]->DeviceContext, Device->RenderingContext.OpenGLContext);
	}
	else
	{
		ContextMakeCurrent(Device->RenderingContext.DeviceContext, Device->RenderingContext.OpenGLContext);
	}
}
void PlatformRenderingContextSetup(FPlatformOpenGLDevice* Device)
{
	check(Device && Device->RenderingContext.DeviceContext && Device->RenderingContext.OpenGLContext);

	if (GetCurrentContext())
	{
		glFlush();
	}
	ContextMakeCurrent(Device->RenderingContext.DeviceContext, Device->RenderingContext.OpenGLContext);
}
	FScopeContext( FPlatformOpenGLContext* Context )
	{
		check(Context);
		PrevDC = wglGetCurrentDC();
		PrevContext = GetCurrentContext();
		bSameDCAndContext = (PrevContext == Context->OpenGLContext) && (PrevDC == Context->DeviceContext);
		if (!bSameDCAndContext)
		{
//			if (PrevContext)
//			{
//				glFlush();
//			}
			// no need to glFlush() on Windows, it does flush by itself before switching contexts
			ContextMakeCurrent(Context->DeviceContext,Context->OpenGLContext);
		}
	}
bool PlatformInitOpenGL()
{
	static bool bInitialized = false;
	static bool bOpenGLSupported = false;
	if (!bInitialized)
	{
		// Disable warning C4191: 'type cast' : unsafe conversion from 'PROC' to 'XXX' while getting GL entry points.
		#pragma warning(push)
		#pragma warning(disable:4191)

		// Create a dummy context so that wglCreateContextAttribsARB can be initialized.
		FPlatformOpenGLContext DummyContext;
		PlatformCreateDummyGLWindow(&DummyContext);
		DummyContext.OpenGLContext = wglCreateContext(DummyContext.DeviceContext);
		check(DummyContext.OpenGLContext);
		ContextMakeCurrent(DummyContext.DeviceContext, DummyContext.OpenGLContext);
		wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
		if (wglCreateContextAttribsARB)
		{
			int MajorVersion = 0;
			int MinorVersion = 0;

			ContextMakeCurrent(NULL,NULL);
			wglDeleteContext(DummyContext.OpenGLContext);
			PlatformOpenGLVersionFromCommandLine(MajorVersion, MinorVersion);
			PlatformCreateOpenGLContextCore(&DummyContext, MajorVersion, MinorVersion, NULL);	
			if (DummyContext.OpenGLContext)
			{
				bOpenGLSupported = true;
				ContextMakeCurrent(DummyContext.DeviceContext, DummyContext.OpenGLContext);
			}
			else
			{
				UE_LOG(LogRHI,Error,TEXT("OpenGL %d.%d not supported by driver"),MajorVersion,MinorVersion);
			}
		}

		if (bOpenGLSupported)
		{
			// Retrieve the OpenGL DLL.
			void* OpenGLDLL = FPlatformProcess::GetDllHandle(TEXT("opengl32.dll"));
			if (!OpenGLDLL)
			{
				UE_LOG(LogRHI,Fatal,TEXT("Couldn't load opengl32.dll"));
			}

			// Initialize entry points required by Unreal from opengl32.dll
			#define GET_GL_ENTRYPOINTS_DLL(Type,Func) Func = (Type)FPlatformProcess::GetDllExport(OpenGLDLL,TEXT(#Func));
			ENUM_GL_ENTRYPOINTS_DLL(GET_GL_ENTRYPOINTS_DLL);

			// Release the OpenGL DLL.
			FPlatformProcess::FreeDllHandle(OpenGLDLL);

			// Initialize all entry points required by Unreal.
			#define GET_GL_ENTRYPOINTS(Type,Func) Func = (Type)wglGetProcAddress(#Func);
			ENUM_GL_ENTRYPOINTS(GET_GL_ENTRYPOINTS);
			ENUM_GL_ENTRYPOINTS_OPTIONAL(GET_GL_ENTRYPOINTS);

			// Restore warning C4191.
			#pragma warning(pop)

			// Check that all of the entry points have been initialized.
			bool bFoundAllEntryPoints = true;
			#define CHECK_GL_ENTRYPOINTS(Type,Func) if (Func == NULL) { bFoundAllEntryPoints = false; UE_LOG(LogRHI, Warning, TEXT("Failed to find entry point for %s"), TEXT(#Func)); }
			ENUM_GL_ENTRYPOINTS_DLL(CHECK_GL_ENTRYPOINTS);
			ENUM_GL_ENTRYPOINTS(CHECK_GL_ENTRYPOINTS);
			checkf(bFoundAllEntryPoints, TEXT("Failed to find all OpenGL entry points."));

			FString VendorName( ANSI_TO_TCHAR((const ANSICHAR*)glGetString(GL_VENDOR) ) );
			if ( VendorName.Contains(TEXT("ATI ")) )
			{
				// Workaround for AMD driver not handling GL_SRGB8_ALPHA8 in glTexStorage2D() properly (gets treated as non-sRGB)
				glTexStorage1D = NULL;
				glTexStorage2D = NULL;
				glTexStorage3D = NULL;
			}
		}

		// The dummy context can now be released.
		if (DummyContext.OpenGLContext)
		{
			ContextMakeCurrent(NULL,NULL);
			wglDeleteContext(DummyContext.OpenGLContext);
		}
		ReleaseDC(DummyContext.WindowHandle, DummyContext.DeviceContext);
		check(DummyContext.bReleaseWindowOnDestroy);
		DestroyWindow(DummyContext.WindowHandle);

	}
	return bOpenGLSupported;
}