コード例 #1
0
ファイル: GSWndOGL.cpp プロジェクト: jobermayr/pcsx2
bool GSWndOGL::Create(const string& title, int w, int h)
{
	if(m_NativeWindow)
		throw GSDXRecoverableError();

	if(w <= 0 || h <= 0) {
		w = theApp.GetConfig("ModeWidth", 640);
		h = theApp.GetConfig("ModeHeight", 480);
	}

	m_managed = true;

	// note this part must be only executed when replaying .gs debug file
	m_NativeDisplay = XOpenDisplay(NULL);

	m_NativeWindow = XCreateSimpleWindow(m_NativeDisplay, DefaultRootWindow(m_NativeDisplay), 0, 0, w, h, 0, 0, 0);
	XMapWindow (m_NativeDisplay, m_NativeWindow);

	if (m_NativeWindow == 0)
		throw GSDXRecoverableError();

	CreateContext(3, 3);

	AttachContext();

	CheckContext();

	m_swapinterval = (PFNGLXSWAPINTERVALEXTPROC)glXGetProcAddress((const GLubyte*) "glXSwapIntervalEXT");

	PopulateGlFunction();

	return true;
}
コード例 #2
0
ファイル: GSWndEGL.cpp プロジェクト: Hourousha/pcsx2
bool GSWndEGL::Create(const string& title, int w, int h)
{
	if(m_NativeWindow)
		throw GSDXRecoverableError();

	if(w <= 0 || h <= 0) {
		w = theApp.GetConfig("ModeWidth", 640);
		h = theApp.GetConfig("ModeHeight", 480);
	}

	m_managed = true;

	// note this part must be only executed when replaying .gs debug file
	m_NativeDisplay = XOpenDisplay(NULL);
	OpenEGLDisplay();

	m_NativeWindow = XCreateSimpleWindow(m_NativeDisplay, DefaultRootWindow(m_NativeDisplay), 0, 0, w, h, 0, 0, 0);
	XMapWindow (m_NativeDisplay, m_NativeWindow);

	CreateContext(3, 3);

	AttachContext();

	CheckContext();

	PopulateGlFunction();

	if (m_NativeWindow == 0)
		throw GSDXRecoverableError();

	return true;
}
コード例 #3
0
ファイル: GSWndWGL.cpp プロジェクト: MaxZol/pcsx2
bool GSWndWGL::CreateContext(int major, int minor)
{
	if ( !m_NativeDisplay || !m_NativeWindow )
	{
		fprintf( stderr, "Wrong display/window\n" );
		exit(1);
	}

	// GL2 context are quite easy but we need GL3 which is another painful story...
	m_context = wglCreateContext(m_NativeDisplay);
	if (!m_context) {
		fprintf(stderr, "Failed to create a 2.0 context\n");
		return false;
	}

	// FIXME test it
	// Note: albeit every tutorial said that we need an opengl context to use the GL function wglCreateContextAttribsARB
	// On linux it works without the extra temporary context, not sure the limitation still applied
	if (major >= 3) {
		AttachContext();

		// Create a context
		int context_attribs[] =
		{
			WGL_CONTEXT_MAJOR_VERSION_ARB, major,
			WGL_CONTEXT_MINOR_VERSION_ARB, minor,
			// FIXME : Request a debug context to ease opengl development
			// Note: don't support deprecated feature (pre openg 3.1)
			//GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB | GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
			WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
#ifdef ENABLE_OGL_DEBUG
			| WGL_CONTEXT_DEBUG_BIT_ARB
#endif
			,
			WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
			0
		};

		PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
		if (!wglCreateContextAttribsARB) {
			fprintf(stderr, "Failed to init wglCreateContextAttribsARB function pointer\n");
			return false;
		}

		HGLRC context30 = wglCreateContextAttribsARB(m_NativeDisplay, NULL, context_attribs);
		if (!context30) {
			fprintf(stderr, "Failed to create a 3.x context\n");
			return false;
		}

		DetachContext();
		wglDeleteContext(m_context);

		m_context = context30;
		fprintf(stderr, "3.x GL context successfully created\n");
	}

	return true;
}
コード例 #4
0
ファイル: GSWndWGL.cpp プロジェクト: MaxZol/pcsx2
//TODO: GSopen 1 => Drop?
bool GSWndWGL::Create(const string& title, int w, int h)
{
#if 0
	if(m_NativeWindow) return false;

	if(w <= 0 || h <= 0) {
		w = theApp.GetConfig("ModeWidth", 640);
		h = theApp.GetConfig("ModeHeight", 480);
	}

	m_managed = true;

	// note this part must be only executed when replaying .gs debug file
	m_NativeDisplay = XOpenDisplay(NULL);

	int attrListDbl[] = { GLX_RGBA, GLX_DOUBLEBUFFER,
		GLX_RED_SIZE, 8,
		GLX_GREEN_SIZE, 8,
		GLX_BLUE_SIZE, 8,
		GLX_DEPTH_SIZE, 24,
		None
	};
	XVisualInfo* vi = glXChooseVisual(m_NativeDisplay, DefaultScreen(m_NativeDisplay), attrListDbl);

	/* create a color map */
	XSetWindowAttributes attr;
	attr.colormap = XCreateColormap(m_NativeDisplay, RootWindow(m_NativeDisplay, vi->screen),
			vi->visual, AllocNone);
	attr.border_pixel = 0;
	attr.event_mask = ExposureMask | KeyPressMask | KeyReleaseMask | ButtonPressMask |
		StructureNotifyMask | SubstructureRedirectMask | SubstructureNotifyMask |
		EnterWindowMask | LeaveWindowMask | FocusChangeMask ;

	// Create a window at the last position/size
	m_NativeWindow = XCreateWindow(m_NativeDisplay, RootWindow(m_NativeDisplay, vi->screen),
			0 , 0 , w, h, 0, vi->depth, InputOutput, vi->visual,
			CWBorderPixel | CWColormap | CWEventMask, &attr);

	XMapWindow (m_NativeDisplay, m_NativeWindow);
	XFree(vi);

	if (!CreateContext(3, 3)) return false;

	AttachContext();

	return (m_NativeWindow != 0);
#else
	return false;
#endif
}
コード例 #5
0
ファイル: GSWndEGL.cpp プロジェクト: Hourousha/pcsx2
bool GSWndEGL::Attach(void* handle, bool managed)
{
	m_NativeWindow = *(Window*)handle;
	m_managed = managed;

	m_NativeDisplay = XOpenDisplay(NULL);
	OpenEGLDisplay();

	CreateContext(3, 3);

	AttachContext();

	CheckContext();

	PopulateGlFunction();

	return true;
}
コード例 #6
0
ファイル: GSWndOGL.cpp プロジェクト: Alchemistxxd/pcsx2
bool GSWndOGL::Attach(void* handle, bool managed)
{
	m_NativeWindow = *(Window*)handle;
	m_managed = managed;

	m_NativeDisplay = XOpenDisplay(NULL);

	CreateContext(3, 3);

	AttachContext();

	m_swapinterval_ext  = (PFNGLXSWAPINTERVALEXTPROC) glXGetProcAddress((const GLubyte*) "glXSwapIntervalEXT");
	m_swapinterval_mesa = (PFNGLXSWAPINTERVALMESAPROC)glXGetProcAddress((const GLubyte*) "glXSwapIntervalMESA");

	PopulateGlFunction();

	return true;
}
コード例 #7
0
ファイル: GSWndWGL.cpp プロジェクト: frantisekz/pcsx2
bool GSWndWGL::Attach(void* handle, bool managed)
{
	m_NativeWindow = (HWND)handle;
	m_managed = managed;

	OpenWGLDisplay();

	CreateContext(3, 3);

	AttachContext();

	m_swapinterval = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT");

	PopulateGlFunction();

	UpdateWindow(m_NativeWindow);

	return true;
}
コード例 #8
0
ファイル: GSWndOGL.cpp プロジェクト: ACanadianKernel/pcsx2
bool GSWndOGL::Attach(void* handle, bool managed)
{
	m_NativeWindow = *(Window*)handle;
	m_managed = managed;

	m_NativeDisplay = XOpenDisplay(NULL);

	if (theApp.GetConfig("reduce_gl_requirement_for_free_driver", 0) == 1)
		CreateContext(3, 0);
	else
		CreateContext(3, 3);

	AttachContext();

	CheckContext();

	m_swapinterval = (PFNGLXSWAPINTERVALEXTPROC)glXGetProcAddress((const GLubyte*) "glXSwapIntervalEXT");

	PopulateGlFunction();

	return true;
}
コード例 #9
0
ファイル: GSWndEGL.cpp プロジェクト: ACanadianKernel/pcsx2
bool GSWndEGL::Attach(void* handle, bool managed)
{
	m_NativeWindow = *(Window*)handle;
	m_managed = managed;

	m_NativeDisplay = XOpenDisplay(NULL);
	OpenEGLDisplay();

#ifdef ENABLE_GLES
	// FIXME: update it to GLES 3.1 when  they support it
	CreateContext(3, 0);
#else
	CreateContext(3, 3);
#endif

	AttachContext();

	CheckContext();

	PopulateGlFunction();

	return true;
}
コード例 #10
0
ファイル: GSWndWGL.cpp プロジェクト: MaxZol/pcsx2
bool GSWndWGL::Attach(void* handle, bool managed)
{
	m_NativeWindow = (HWND)handle;
	m_managed = managed;

	if (!OpenWGLDisplay()) return false;

	if (!CreateContext(3, 3)) return false;

	AttachContext();

	CheckContext();

	// TODO
	//m_swapinterval = (PFNGLXSWAPINTERVALMESAPROC)glXGetProcAddress((const GLubyte*) "glXSwapIntervalMESA");
	//PFNGLXSWAPINTERVALMESAPROC m_swapinterval = (PFNGLXSWAPINTERVALMESAPROC)glXGetProcAddress((const GLubyte*) "glXSwapInterval");

	PopulateGlFunction();

	UpdateWindow(m_NativeWindow);

	return true;
}
コード例 #11
0
ファイル: GSWndWGL.cpp プロジェクト: frantisekz/pcsx2
void GSWndWGL::CreateContext(int major, int minor)
{
	if (!m_NativeDisplay || !m_NativeWindow)
	{
		win_error("Wrong display/window", false);
		exit(1);
	}

	ASSERT(major >= 3);

	// GL2 context are quite easy but we need GL3 which is another painful story...
	m_context = wglCreateContext(m_NativeDisplay);
	if (!m_context)
		win_error("Failed to create a 2.0 context");

	// FIXME test it
	// Note: albeit every tutorial said that we need an opengl context to use the GL function wglCreateContextAttribsARB
	// On linux it works without the extra temporary context, not sure the limitation still applied
	AttachContext();

	// Create a context
	int context_attribs[] =
	{
		WGL_CONTEXT_MAJOR_VERSION_ARB, major,
		WGL_CONTEXT_MINOR_VERSION_ARB, minor,
		// FIXME : Request a debug context to ease opengl development
		// Note: don't support deprecated feature (pre openg 3.1)
		//GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB | GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
		WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
#ifdef ENABLE_OGL_DEBUG
			| WGL_CONTEXT_DEBUG_BIT_ARB
#else
			| GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR
#endif
			,
		WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
		0
	};

	PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
	if (!wglCreateContextAttribsARB)
		win_error("Failed to init wglCreateContextAttribsARB function pointer");

	HGLRC context30 = wglCreateContextAttribsARB(m_NativeDisplay, NULL, context_attribs);
	if (!context30) {
		win_error("Failed to create a 3.x context with standard flags", false);
		// retry with more compatible option for (Mesa on Windows, OpenGL on WINE)
		context_attribs[2*2+1] = 0;

		context30 = wglCreateContextAttribsARB(m_NativeDisplay, NULL, context_attribs);
	}

	DetachContext();
	wglDeleteContext(m_context);

	if (!context30)
		win_error("Failed to create a 3.x context with compatible flags");

	m_context = context30;
	fprintf(stderr, "3.x GL context successfully created\n");
}
コード例 #12
0
ファイル: GSWndWGL.cpp プロジェクト: frantisekz/pcsx2
//TODO: GSopen 1 => Drop?
// Used by GSReplay. At least for now.
// More or less copy pasted from GSWndDX::Create and GSWndWGL::Attach with a few
// modifications
bool GSWndWGL::Create(const string& title, int w, int h)
{
	if(m_NativeWindow) return false;

	m_managed = true;

	WNDCLASS wc;

	memset(&wc, 0, sizeof(wc));

	wc.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS | CS_OWNDC;
	wc.lpfnWndProc = WndProc;
	wc.hInstance = theApp.GetModuleHandle();
	wc.hCursor = LoadCursor(NULL, IDC_ARROW);
	wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
	wc.lpszClassName = "GSWndOGL";

	if (!GetClassInfo(wc.hInstance, wc.lpszClassName, &wc))
	{
		if (!RegisterClass(&wc))
		{
			return false;
		}
	}

	DWORD style = WS_CLIPCHILDREN | WS_CLIPSIBLINGS | WS_OVERLAPPEDWINDOW | WS_BORDER;

	GSVector4i r;

	GetWindowRect(GetDesktopWindow(), r);

	// Old GSOpen ModeWidth and ModeHeight are not necessary with this.
	bool remote = !!GetSystemMetrics(SM_REMOTESESSION);

	if (w <= 0 || h <= 0 || remote)
	{
		w = r.width() / 3;
		h = r.width() / 4;

		if (!remote)
		{
			w *= 2;
			h *= 2;
		}
	}

	r.left = (r.left + r.right - w) / 2;
	r.top = (r.top + r.bottom - h) / 2;
	r.right = r.left + w;
	r.bottom = r.top + h;

	AdjustWindowRect(r, style, FALSE);

	m_NativeWindow = CreateWindow(wc.lpszClassName, title.c_str(), style, r.left, r.top, r.width(), r.height(), NULL, NULL, wc.hInstance, (LPVOID)this);

	if (m_NativeWindow == NULL) return false;

	OpenWGLDisplay();

	CreateContext(3, 3);

	AttachContext();

	m_swapinterval = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT");

	PopulateGlFunction();

	return true;

}