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; }
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; }
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; }
//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 }
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; }
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; }
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; }
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; }
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; }
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; }
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"); }
//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; }