Пример #1
0
static bool
make_egl_current_and_test(EGLDisplay *dpy, EGLContext ctx)
{
    const char *string;
    GLuint shader;
    bool pass = true;

    eglMakeCurrent(dpy, NULL, NULL, ctx);

    if (!epoxy_is_desktop_gl()) {
        fputs("Claimed to be desktop\n", stderr);
        pass = false;
    }

    if (epoxy_gl_version() < 20) {
        fprintf(stderr, "Claimed to be GL version %d\n",
                epoxy_gl_version());
        pass = false;
    }

    string = (const char *)glGetString(GL_VERSION);
    printf("GL version: %s\n", string);

    shader = glCreateShader(GL_FRAGMENT_SHADER);
    pass = glIsShader(shader);

    return pass;
}
Пример #2
0
int
main (void)
{
    CGLPixelFormatAttribute attribs[] = {0};
    CGLPixelFormatObj pix;
    CGLContextObj ctx;
    const char *string;
    bool pass = true;
    int npix;
    GLint shader;

    CGLChoosePixelFormat(attribs, &pix, &npix);
    CGLCreateContext(pix, (void *) 0, &ctx);
    CGLSetCurrentContext(ctx);

    if (!epoxy_is_desktop_gl()) {
        fputs("Claimed not to be desktop\n", stderr);
        pass = false;
    }

    if (epoxy_gl_version() < 20) {
        fprintf(stderr, "Claimed to be GL version %d\n",
                epoxy_gl_version());
        pass = false;
    }

    if (epoxy_glsl_version() < 100) {
        fprintf(stderr, "Claimed to have GLSL version %d\n",
                epoxy_glsl_version());
        pass = false;
    }

    string = (const char *)glGetString(GL_VERSION);
    printf("GL version: %s - Epoxy: %d\n", string, epoxy_gl_version());

    string = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
    printf("GLSL version: %s - Epoxy: %d\n", string, epoxy_glsl_version());

    shader = glCreateShader(GL_FRAGMENT_SHADER);
    pass = glIsShader(shader);

    CGLSetCurrentContext(NULL);
    CGLReleaseContext(ctx);
    CGLReleasePixelFormat(pix);

    return pass != true;
}
Пример #3
0
static bool
test_gl_version(void)
{
    int version = epoxy_gl_version();
    if (version < 12) {
        fprintf(stderr,
                "Reported GL version %d, should be at least 12\n",
                version);
        return false;
    }

    return true;
}
bool S9xOpenGLDisplayDriver::create_context()
{
    gdk_window = gtk_widget_get_window (drawing_area);

#ifdef GDK_WINDOWING_WAYLAND
    if (GDK_IS_WAYLAND_WINDOW (gdk_window))
    {
        context = &wl;
    }
#endif
#ifdef GDK_WINDOWING_X11
    if (GDK_IS_X11_WINDOW (gdk_window))
    {
        context = &glx;
    }
#endif

    if (!context->attach (drawing_area))
        return false;

    if (!context->create_context ())
        return false;

    output_window_width = context->width;
    output_window_height = context->height;

    context->make_current ();

    legacy = false;
    version = epoxy_gl_version ();
    if (version < 20)
    {
        printf ("OpenGL version is only %d.%d. Recommended version is 2.0.\n",
                version / 10,
                version % 10);
        legacy = true;
    }

    int profile_mask = 0;
    glGetIntegerv (GL_CONTEXT_PROFILE_MASK, &profile_mask);
    if (profile_mask & GL_CONTEXT_CORE_PROFILE_BIT)
        core = true;
    else
        core = false;

    return true;
}
Пример #5
0
GlContext::GlContext(SDL_Window *window) {
	this->capabilities = find_capabilities();
	auto const &capabilities = this->capabilities;

	SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
	SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, capabilities.major_version);
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, capabilities.minor_version);

	this->gl_context = SDL_GL_CreateContext(window);

	if (this->gl_context == nullptr) {
		throw Error(MSG(err) << "OpenGL context creation failed. SDL error: " << SDL_GetError());
	}

	// We still have to verify that our version of libepoxy supports this version of OpenGL.
	int epoxy_glv = capabilities.major_version * 10 + capabilities.minor_version;
	if (!epoxy_is_desktop_gl() || epoxy_gl_version() < epoxy_glv) {
		throw Error(MSG(err) << "The used version of libepoxy does not support OpenGL version "
		                     << capabilities.major_version << "." << capabilities.minor_version);
	}

	log::log(MSG(info) << "Created OpenGL context version " << capabilities.major_version << "." << capabilities.minor_version);

	// To quote the standard doc: 'The value gives a rough estimate of the
	// largest texture that the GL can handle'
	// -> wat?  anyways, we need at least 1024x1024.
	log::log(MSG(dbg) << "Maximum supported texture size: "
	                  << capabilities.max_texture_size);
	if (capabilities.max_texture_size < 1024) {
		throw Error(MSG(err) << "Maximum supported texture size is too small: "
		                     << capabilities.max_texture_size);
	}

	log::log(MSG(dbg) << "Maximum supported texture units: "
	                  << capabilities.max_texture_slots);
	if (capabilities.max_texture_slots < 2) {
		throw Error(MSG(err) << "Your GPU doesn't have enough texture units: "
		                     << capabilities.max_texture_slots);
	}
}
Пример #6
0
static int
test_function(HDC hdc)
{
    ctx1 = wglCreateContext(hdc);
    ctx2 = wglCreateContext(hdc);
    if (!ctx1 || !ctx2) {
        fputs("Failed to create wgl contexts\n", stderr);
        return 1;
    }

    if (!wglMakeCurrent(hdc, ctx1)) {
        fputs("Failed to make context current\n", stderr);
        return 1;
    }

    if (epoxy_gl_version() < 20) {
        /* We could possibly do a 1.3 entrypoint or something instead. */
        fputs("Test relies on overriding a GL 2.0 entrypoint\n", stderr);
        return 77;
    }

    /* Force resolving epoxy_wglGetProcAddress. */
    wglGetProcAddress("glCreateShader");

    test_createshader(hdc, ctx1);
    test_createshader(hdc, ctx1);
    test_createshader(hdc, ctx2);
    test_createshader(hdc, ctx2);
    test_createshader(hdc, ctx1);
    test_createshader(hdc, ctx2);

    wglMakeCurrent(NULL, NULL);
    wglDeleteContext(ctx1);
    wglDeleteContext(ctx2);

    return !pass;
}
Пример #7
0
/** Set up glamor for an already-configured GL context. */
Bool
glamor_init(ScreenPtr screen, unsigned int flags)
{
    glamor_screen_private *glamor_priv;
    int gl_version;
    int max_viewport_size[2];

#ifdef RENDER
    PictureScreenPtr ps = GetPictureScreenIfSet(screen);
#endif
    if (flags & ~GLAMOR_VALID_FLAGS) {
        ErrorF("glamor_init: Invalid flags %x\n", flags);
        return FALSE;
    }
    glamor_priv = calloc(1, sizeof(*glamor_priv));
    if (glamor_priv == NULL)
        return FALSE;

    glamor_priv->flags = flags;

    if (!dixRegisterPrivateKey(&glamor_screen_private_key, PRIVATE_SCREEN, 0)) {
        LogMessage(X_WARNING,
                   "glamor%d: Failed to allocate screen private\n",
                   screen->myNum);
        goto fail;
    }

    glamor_set_screen_private(screen, glamor_priv);

    if (!dixRegisterPrivateKey(&glamor_pixmap_private_key, PRIVATE_PIXMAP, 0)) {
        LogMessage(X_WARNING,
                   "glamor%d: Failed to allocate pixmap private\n",
                   screen->myNum);
        goto fail;
    }

    if (!dixRegisterPrivateKey(&glamor_gc_private_key, PRIVATE_GC,
                               sizeof (glamor_gc_private))) {
        LogMessage(X_WARNING,
                   "glamor%d: Failed to allocate gc private\n",
                   screen->myNum);
        goto fail;
    }

    if (epoxy_is_desktop_gl())
        glamor_priv->gl_flavor = GLAMOR_GL_DESKTOP;
    else
        glamor_priv->gl_flavor = GLAMOR_GL_ES2;

    gl_version = epoxy_gl_version();

    /* Would be nice to have a cleaner test for GLSL 1.30 support,
     * but for now this should suffice
     */
    if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP && gl_version >= 30)
        glamor_priv->glsl_version = 130;
    else
        glamor_priv->glsl_version = 120;


    /* We'd like to require GL_ARB_map_buffer_range or
     * GL_OES_map_buffer_range, since it offers more information to
     * the driver than plain old glMapBuffer() or glBufferSubData().
     * It's been supported on Mesa on the desktop since 2009 and on
     * GLES2 since October 2012.  It's supported on Apple's iOS
     * drivers for SGX535 and A7, but apparently not on most Android
     * devices (the OES extension spec wasn't released until June
     * 2012).
     *
     * 82% of 0 A.D. players (desktop GL) submitting hardware reports
     * have support for it, with most of the ones lacking it being on
     * Windows with Intel 4-series (G45) graphics or older.
     */
    if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
        if (gl_version < 21) {
            ErrorF("Require OpenGL version 2.1 or later.\n");
            goto fail;
        }
    } else {
        if (gl_version < 20) {
            ErrorF("Require Open GLES2.0 or later.\n");
            goto fail;
        }

        if (!epoxy_has_gl_extension("GL_EXT_texture_format_BGRA8888")) {
            ErrorF("GL_EXT_texture_format_BGRA8888 required\n");
            goto fail;
        }
    }

    glamor_priv->has_rw_pbo = FALSE;
    if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
        glamor_priv->has_rw_pbo = TRUE;

    glamor_priv->has_khr_debug = epoxy_has_gl_extension("GL_KHR_debug");
    glamor_priv->has_pack_invert =
        epoxy_has_gl_extension("GL_MESA_pack_invert");
    glamor_priv->has_fbo_blit =
        epoxy_has_gl_extension("GL_EXT_framebuffer_blit");
    glamor_priv->has_map_buffer_range =
        epoxy_has_gl_extension("GL_ARB_map_buffer_range");
    glamor_priv->has_buffer_storage =
        epoxy_has_gl_extension("GL_ARB_buffer_storage");
    glamor_priv->has_nv_texture_barrier =
        epoxy_has_gl_extension("GL_NV_texture_barrier");

    glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &glamor_priv->max_fbo_size);
    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &glamor_priv->max_fbo_size);
    glGetIntegerv(GL_MAX_VIEWPORT_DIMS, max_viewport_size);
    glamor_priv->max_fbo_size = MIN(glamor_priv->max_fbo_size, max_viewport_size[0]);
    glamor_priv->max_fbo_size = MIN(glamor_priv->max_fbo_size, max_viewport_size[1]);
#ifdef MAX_FBO_SIZE
    glamor_priv->max_fbo_size = MAX_FBO_SIZE;
#endif

    glamor_set_debug_level(&glamor_debug_level);

    /* If we are using egl screen, call egl screen init to
     * register correct close screen function. */
    if (flags & GLAMOR_USE_EGL_SCREEN) {
        glamor_egl_screen_init(screen, &glamor_priv->ctx);
    } else {
        if (!glamor_glx_screen_init(&glamor_priv->ctx))
            goto fail;
    }

    glamor_priv->saved_procs.close_screen = screen->CloseScreen;
    screen->CloseScreen = glamor_close_screen;

    glamor_priv->saved_procs.create_screen_resources =
        screen->CreateScreenResources;
    screen->CreateScreenResources = glamor_create_screen_resources;

    if (!glamor_font_init(screen))
        goto fail;

    if (flags & GLAMOR_USE_SCREEN) {
        if (!RegisterBlockAndWakeupHandlers(_glamor_block_handler,
                                            _glamor_wakeup_handler,
                                            glamor_priv)) {
            goto fail;
        }

        glamor_priv->saved_procs.create_gc = screen->CreateGC;
        screen->CreateGC = glamor_create_gc;

        glamor_priv->saved_procs.create_pixmap = screen->CreatePixmap;
        screen->CreatePixmap = glamor_create_pixmap;

        glamor_priv->saved_procs.destroy_pixmap = screen->DestroyPixmap;
        screen->DestroyPixmap = glamor_destroy_pixmap;

        glamor_priv->saved_procs.get_spans = screen->GetSpans;
        screen->GetSpans = glamor_get_spans;

        glamor_priv->saved_procs.get_image = screen->GetImage;
        screen->GetImage = glamor_get_image;

        glamor_priv->saved_procs.change_window_attributes =
            screen->ChangeWindowAttributes;
        screen->ChangeWindowAttributes = glamor_change_window_attributes;

        glamor_priv->saved_procs.copy_window = screen->CopyWindow;
        screen->CopyWindow = glamor_copy_window;

        glamor_priv->saved_procs.bitmap_to_region = screen->BitmapToRegion;
        screen->BitmapToRegion = glamor_bitmap_to_region;
    }
#ifdef RENDER
    if (flags & GLAMOR_USE_PICTURE_SCREEN) {
        glamor_priv->saved_procs.composite = ps->Composite;
        ps->Composite = glamor_composite;

        glamor_priv->saved_procs.trapezoids = ps->Trapezoids;
        ps->Trapezoids = glamor_trapezoids;

        glamor_priv->saved_procs.triangles = ps->Triangles;
        ps->Triangles = glamor_triangles;

        glamor_priv->saved_procs.addtraps = ps->AddTraps;
        ps->AddTraps = glamor_add_traps;

    }

    glamor_priv->saved_procs.composite_rects = ps->CompositeRects;
    ps->CompositeRects = glamor_composite_rectangles;

    glamor_priv->saved_procs.glyphs = ps->Glyphs;
    ps->Glyphs = glamor_glyphs;

    glamor_priv->saved_procs.unrealize_glyph = ps->UnrealizeGlyph;
    ps->UnrealizeGlyph = glamor_glyph_unrealize;

    glamor_priv->saved_procs.create_picture = ps->CreatePicture;
    ps->CreatePicture = glamor_create_picture;

    glamor_priv->saved_procs.destroy_picture = ps->DestroyPicture;
    ps->DestroyPicture = glamor_destroy_picture;
    glamor_init_composite_shaders(screen);
#endif
    glamor_priv->saved_procs.set_window_pixmap = screen->SetWindowPixmap;
    screen->SetWindowPixmap = glamor_set_window_pixmap;

    glamor_init_vbo(screen);
    glamor_init_pixmap_fbo(screen);
#ifdef GLAMOR_TRAPEZOID_SHADER
    glamor_init_trapezoid_shader(screen);
#endif
    glamor_init_finish_access_shaders(screen);
#ifdef GLAMOR_GRADIENT_SHADER
    glamor_init_gradient_shader(screen);
#endif
    glamor_pixmap_init(screen);
    glamor_glyphs_init(screen);
    glamor_sync_init(screen);

    glamor_priv->screen = screen;

    return TRUE;

 fail:
    free(glamor_priv);
    glamor_set_screen_private(screen, NULL);
    return FALSE;
}
Пример #8
0
/** Set up glamor for an already-configured GL context. */
Bool
glamor_init(ScreenPtr screen, unsigned int flags)
{
    glamor_screen_private *glamor_priv;
    int gl_version;
    int glsl_major, glsl_minor;
    int max_viewport_size[2];
    const char *shading_version_string;
    int shading_version_offset;

    PictureScreenPtr ps = GetPictureScreenIfSet(screen);

    if (flags & ~GLAMOR_VALID_FLAGS) {
        ErrorF("glamor_init: Invalid flags %x\n", flags);
        return FALSE;
    }
    glamor_priv = calloc(1, sizeof(*glamor_priv));
    if (glamor_priv == NULL)
        return FALSE;

    glamor_priv->flags = flags;

    if (!dixRegisterPrivateKey(&glamor_screen_private_key, PRIVATE_SCREEN, 0)) {
        LogMessage(X_WARNING,
                   "glamor%d: Failed to allocate screen private\n",
                   screen->myNum);
        goto fail;
    }

    glamor_set_screen_private(screen, glamor_priv);

    if (!dixRegisterPrivateKey(&glamor_pixmap_private_key, PRIVATE_PIXMAP,
                               sizeof(struct glamor_pixmap_private))) {
        LogMessage(X_WARNING,
                   "glamor%d: Failed to allocate pixmap private\n",
                   screen->myNum);
        goto fail;
    }

    if (!dixRegisterPrivateKey(&glamor_gc_private_key, PRIVATE_GC,
                               sizeof (glamor_gc_private))) {
        LogMessage(X_WARNING,
                   "glamor%d: Failed to allocate gc private\n",
                   screen->myNum);
        goto fail;
    }

    glamor_priv->saved_procs.close_screen = screen->CloseScreen;
    screen->CloseScreen = glamor_close_screen;

    /* If we are using egl screen, call egl screen init to
     * register correct close screen function. */
    if (flags & GLAMOR_USE_EGL_SCREEN) {
        glamor_egl_screen_init(screen, &glamor_priv->ctx);
    } else {
        if (!glamor_glx_screen_init(&glamor_priv->ctx))
            goto fail;
    }

    glamor_make_current(glamor_priv);

    if (epoxy_is_desktop_gl())
        glamor_priv->gl_flavor = GLAMOR_GL_DESKTOP;
    else
        glamor_priv->gl_flavor = GLAMOR_GL_ES2;

    gl_version = epoxy_gl_version();

    shading_version_string = (char *) glGetString(GL_SHADING_LANGUAGE_VERSION);

    if (!shading_version_string) {
        LogMessage(X_WARNING,
                   "glamor%d: Failed to get GLSL version\n",
                   screen->myNum);
        goto fail;
    }

    shading_version_offset = 0;
    if (strncmp("OpenGL ES GLSL ES ", shading_version_string, 18) == 0)
        shading_version_offset = 18;

    if (sscanf(shading_version_string + shading_version_offset,
               "%i.%i",
               &glsl_major,
               &glsl_minor) != 2) {
        LogMessage(X_WARNING,
                   "glamor%d: Failed to parse GLSL version string %s\n",
                   screen->myNum, shading_version_string);
        goto fail;
    }
    glamor_priv->glsl_version = glsl_major * 100 + glsl_minor;

    if (glamor_priv->gl_flavor == GLAMOR_GL_ES2) {
        /* Force us back to the base version of our programs on an ES
         * context, anyway.  Basically glamor only uses desktop 1.20
         * or 1.30 currently.  1.30's new features are also present in
         * ES 3.0, but our glamor_program.c constructions use a lot of
         * compatibility features (to reduce the diff between 1.20 and
         * 1.30 programs).
         */
        glamor_priv->glsl_version = 120;
    }

    /* We'd like to require GL_ARB_map_buffer_range or
     * GL_OES_map_buffer_range, since it offers more information to
     * the driver than plain old glMapBuffer() or glBufferSubData().
     * It's been supported on Mesa on the desktop since 2009 and on
     * GLES2 since October 2012.  It's supported on Apple's iOS
     * drivers for SGX535 and A7, but apparently not on most Android
     * devices (the OES extension spec wasn't released until June
     * 2012).
     *
     * 82% of 0 A.D. players (desktop GL) submitting hardware reports
     * have support for it, with most of the ones lacking it being on
     * Windows with Intel 4-series (G45) graphics or older.
     */
    if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
        if (gl_version < 21) {
            ErrorF("Require OpenGL version 2.1 or later.\n");
            goto fail;
        }

        if (!glamor_check_instruction_count(gl_version))
            goto fail;
    } else {
        if (gl_version < 20) {
            ErrorF("Require Open GLES2.0 or later.\n");
            goto fail;
        }

        if (!epoxy_has_gl_extension("GL_EXT_texture_format_BGRA8888")) {
            ErrorF("GL_EXT_texture_format_BGRA8888 required\n");
            goto fail;
        }
    }

    glamor_priv->has_rw_pbo = FALSE;
    if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
        glamor_priv->has_rw_pbo = TRUE;

    glamor_priv->has_khr_debug = epoxy_has_gl_extension("GL_KHR_debug");
    glamor_priv->has_pack_invert =
        epoxy_has_gl_extension("GL_MESA_pack_invert");
    glamor_priv->has_fbo_blit =
        epoxy_has_gl_extension("GL_EXT_framebuffer_blit");
    glamor_priv->has_map_buffer_range =
        epoxy_has_gl_extension("GL_ARB_map_buffer_range") ||
        epoxy_has_gl_extension("GL_EXT_map_buffer_range");
    glamor_priv->has_buffer_storage =
        epoxy_has_gl_extension("GL_ARB_buffer_storage");
    glamor_priv->has_nv_texture_barrier =
        epoxy_has_gl_extension("GL_NV_texture_barrier");
    glamor_priv->has_unpack_subimage =
        glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP ||
        epoxy_gl_version() >= 30 ||
        epoxy_has_gl_extension("GL_EXT_unpack_subimage");
    glamor_priv->has_pack_subimage =
        glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP ||
        epoxy_gl_version() >= 30 ||
        epoxy_has_gl_extension("GL_NV_pack_subimage");
    glamor_priv->has_vertex_array_object =
        epoxy_has_gl_extension("GL_ARB_vertex_array_object");
    glamor_priv->has_dual_blend =
        epoxy_has_gl_extension("GL_ARB_blend_func_extended");

    /* assume a core profile if we are GL 3.1 and don't have ARB_compatibility */
    glamor_priv->is_core_profile =
        gl_version >= 31 && !epoxy_has_gl_extension("GL_ARB_compatibility");

    glamor_setup_debug_output(screen);

    glamor_priv->use_quads = (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) &&
                             !glamor_priv->is_core_profile;

    /* Driver-specific hack: Avoid using GL_QUADS on VC4, where
     * they'll be emulated more expensively than we can with our
     * cached IB.
     */
    if (strstr((char *)glGetString(GL_VENDOR), "Broadcom") &&
        strstr((char *)glGetString(GL_RENDERER), "VC4"))
        glamor_priv->use_quads = FALSE;

    glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &glamor_priv->max_fbo_size);
    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &glamor_priv->max_fbo_size);
    glGetIntegerv(GL_MAX_VIEWPORT_DIMS, max_viewport_size);
    glamor_priv->max_fbo_size = MIN(glamor_priv->max_fbo_size, max_viewport_size[0]);
    glamor_priv->max_fbo_size = MIN(glamor_priv->max_fbo_size, max_viewport_size[1]);
#ifdef MAX_FBO_SIZE
    glamor_priv->max_fbo_size = MAX_FBO_SIZE;
#endif

    glamor_priv->one_channel_format = GL_ALPHA;
    if (epoxy_has_gl_extension("GL_ARB_texture_rg") && epoxy_has_gl_extension("GL_ARB_texture_swizzle"))
        glamor_priv->one_channel_format = GL_RED;

    glamor_set_debug_level(&glamor_debug_level);

    glamor_priv->saved_procs.create_screen_resources =
        screen->CreateScreenResources;
    screen->CreateScreenResources = glamor_create_screen_resources;

    if (!glamor_font_init(screen))
        goto fail;

    glamor_priv->saved_procs.block_handler = screen->BlockHandler;
    screen->BlockHandler = _glamor_block_handler;

    if (!glamor_composite_glyphs_init(screen)) {
        ErrorF("Failed to initialize composite masks\n");
        goto fail;
    }

    glamor_priv->saved_procs.create_gc = screen->CreateGC;
    screen->CreateGC = glamor_create_gc;

    glamor_priv->saved_procs.create_pixmap = screen->CreatePixmap;
    screen->CreatePixmap = glamor_create_pixmap;

    glamor_priv->saved_procs.destroy_pixmap = screen->DestroyPixmap;
    screen->DestroyPixmap = glamor_destroy_pixmap;

    glamor_priv->saved_procs.get_spans = screen->GetSpans;
    screen->GetSpans = glamor_get_spans;

    glamor_priv->saved_procs.get_image = screen->GetImage;
    screen->GetImage = glamor_get_image;

    glamor_priv->saved_procs.change_window_attributes =
        screen->ChangeWindowAttributes;
    screen->ChangeWindowAttributes = glamor_change_window_attributes;

    glamor_priv->saved_procs.copy_window = screen->CopyWindow;
    screen->CopyWindow = glamor_copy_window;

    glamor_priv->saved_procs.bitmap_to_region = screen->BitmapToRegion;
    screen->BitmapToRegion = glamor_bitmap_to_region;

    glamor_priv->saved_procs.composite = ps->Composite;
    ps->Composite = glamor_composite;

    glamor_priv->saved_procs.trapezoids = ps->Trapezoids;
    ps->Trapezoids = glamor_trapezoids;

    glamor_priv->saved_procs.triangles = ps->Triangles;
    ps->Triangles = glamor_triangles;

    glamor_priv->saved_procs.addtraps = ps->AddTraps;
    ps->AddTraps = glamor_add_traps;

    glamor_priv->saved_procs.composite_rects = ps->CompositeRects;
    ps->CompositeRects = glamor_composite_rectangles;

    glamor_priv->saved_procs.glyphs = ps->Glyphs;
    ps->Glyphs = glamor_composite_glyphs;

    glamor_init_vbo(screen);
    glamor_init_pixmap_fbo(screen);
    glamor_init_finish_access_shaders(screen);

#ifdef GLAMOR_GRADIENT_SHADER
    glamor_init_gradient_shader(screen);
#endif
    glamor_pixmap_init(screen);
    glamor_sync_init(screen);

    glamor_priv->screen = screen;

    return TRUE;

 fail:
    free(glamor_priv);
    glamor_set_screen_private(screen, NULL);
    return FALSE;
}
Пример #9
0
Engine::Engine(util::Dir *data_dir, const char *windowtitle)
	:
	running{false},
	drawing_debug_overlay{true},
	drawing_huds{true},
	engine_coord_data{this->get_coord_data()},
	current_player{1},
	data_dir{data_dir},
	audio_manager{} {

	for (uint32_t size : {12, 20}) {
		fonts[size] = std::unique_ptr<Font>{new Font{"DejaVu Serif", "Book", size}};
	}

	this->logsink_file = std::make_unique<log::FileSink>("/tmp/openage-log", true);

	// enqueue the engine's own input handler to the
	// execution list.
	this->register_resize_action(this);

	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
		throw util::Error(MSG(err) << "SDL video initialization: " << SDL_GetError());
	} else {
		log::log(MSG(info) << "Initialized SDL video subsystems.");
	}

	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
	SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);

	int32_t window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_MAXIMIZED;
	this->window = SDL_CreateWindow(
		windowtitle,
		SDL_WINDOWPOS_CENTERED,
		SDL_WINDOWPOS_CENTERED,
		this->engine_coord_data->window_size.x,
		this->engine_coord_data->window_size.y,
		window_flags
	);

	if (this->window == nullptr) {
		throw util::Error(MSG(err) << "Failed to create SDL window: " << SDL_GetError());
	}

	// load support for the PNG image formats, jpg bit: IMG_INIT_JPG
	int wanted_image_formats = IMG_INIT_PNG;
	int sdlimg_inited = IMG_Init(wanted_image_formats);
	if ((sdlimg_inited & wanted_image_formats) != wanted_image_formats) {
		throw util::Error(MSG(err) << "Failed to init PNG support: " << IMG_GetError());
	}

	this->glcontext = SDL_GL_CreateContext(this->window);

	if (this->glcontext == nullptr) {
		throw util::Error(MSG(err) << "Failed creating OpenGL context: " << SDL_GetError());
	}

	// check the OpenGL version, for shaders n stuff
	if (!epoxy_is_desktop_gl() || epoxy_gl_version() < 21) {
		throw util::Error(MSG(err) << "OpenGL 2.1 not available");
	}

	// to quote the standard doc:
	// 'The value gives a rough estimate
	// of the largest texture that the GL can handle'
	// -> wat?
	// anyways, we need at least 1024x1024.
	int max_texture_size;
	glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
	log::log(MSG(dbg) << "Maximum supported texture size: " << max_texture_size);
	if (max_texture_size < 1024) {
		throw util::Error(MSG(err) << "Maximum supported texture size too small: " << max_texture_size);
	}

	int max_texture_units;
	glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_texture_units);
	log::log(MSG(dbg) << "Maximum supported texture units: " << max_texture_units);
	if (max_texture_units < 2) {
		throw util::Error(MSG(err) << "Your GPU has too less texture units: " << max_texture_units);
	}

	// vsync on
	SDL_GL_SetSwapInterval(1);

	// enable alpha blending
	glEnable(GL_BLEND);

	// order of drawing relevant for depth
	// what gets drawn last is displayed on top.
	glDisable(GL_DEPTH_TEST);

	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	// initialize job manager with cpucount-2 worker threads
	int number_of_worker_threads = SDL_GetCPUCount() - 2;
	if (number_of_worker_threads <= 0) {
		number_of_worker_threads = 1;
	}
	this->job_manager = new job::JobManager{number_of_worker_threads};

	// initialize audio
	auto devices = audio::AudioManager::get_devices();
	if (devices.empty()) {
		throw util::Error{MSG(err) << "No audio devices found"};
	}
}
Пример #10
0
Engine::Engine(util::Dir *data_dir, const char *windowtitle)
	:
	OptionNode{"Engine"},
	running{false},
	drawing_debug_overlay{this, "drawing_debug_overlay", true},
	drawing_huds{this, "drawing_huds", true},
	engine_coord_data{this->get_coord_data()},
	current_player{this, "current_player", 1},
	data_dir{data_dir},
	audio_manager{} {

	for (uint32_t size : {12, 20}) {
		fonts[size] = std::unique_ptr<Font>{new Font{"DejaVu Serif", "Book", size}};
	}

	this->logsink_file = std::make_unique<log::FileSink>("/tmp/openage-log", true);

	// enqueue the engine's own input handler to the
	// execution list.
	this->register_resize_action(this);

	// register the engines input manager
	this->register_input_action(&this->input_manager);

	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
		throw Error(MSG(err) << "SDL video initialization: " << SDL_GetError());
	} else {
		log::log(MSG(info) << "Initialized SDL video subsystems.");
	}

	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
	SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);

	int32_t window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_MAXIMIZED;
	this->window = SDL_CreateWindow(
		windowtitle,
		SDL_WINDOWPOS_CENTERED,
		SDL_WINDOWPOS_CENTERED,
		this->engine_coord_data->window_size.x,
		this->engine_coord_data->window_size.y,
		window_flags
	);

	if (this->window == nullptr) {
		throw Error(MSG(err) << "Failed to create SDL window: " << SDL_GetError());
	}

	// load support for the PNG image formats, jpg bit: IMG_INIT_JPG
	int wanted_image_formats = IMG_INIT_PNG;
	int sdlimg_inited = IMG_Init(wanted_image_formats);
	if ((sdlimg_inited & wanted_image_formats) != wanted_image_formats) {
		throw Error(MSG(err) << "Failed to init PNG support: " << IMG_GetError());
	}

	this->glcontext = SDL_GL_CreateContext(this->window);

	if (this->glcontext == nullptr) {
		throw Error(MSG(err) << "Failed creating OpenGL context: " << SDL_GetError());
	}

	// check the OpenGL version, for shaders n stuff
	if (!epoxy_is_desktop_gl() || epoxy_gl_version() < 21) {
		throw Error(MSG(err) << "OpenGL 2.1 not available");
	}

	// to quote the standard doc:
	// 'The value gives a rough estimate
	// of the largest texture that the GL can handle'
	// -> wat?
	// anyways, we need at least 1024x1024.
	int max_texture_size;
	glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
	log::log(MSG(dbg) << "Maximum supported texture size: " << max_texture_size);
	if (max_texture_size < 1024) {
		throw Error(MSG(err) << "Maximum supported texture size too small: " << max_texture_size);
	}

	int max_texture_units;
	glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_texture_units);
	log::log(MSG(dbg) << "Maximum supported texture units: " << max_texture_units);
	if (max_texture_units < 2) {
		throw Error(MSG(err) << "Your GPU has too less texture units: " << max_texture_units);
	}

	// vsync on
	SDL_GL_SetSwapInterval(1);

	// enable alpha blending
	glEnable(GL_BLEND);

	// order of drawing relevant for depth
	// what gets drawn last is displayed on top.
	glDisable(GL_DEPTH_TEST);

	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	// initialize job manager with cpucount-2 worker threads
	int number_of_worker_threads = SDL_GetCPUCount() - 2;
	if (number_of_worker_threads <= 0) {
		number_of_worker_threads = 1;
	}
	this->job_manager = new job::JobManager{number_of_worker_threads};

	// initialize audio
	auto devices = audio::AudioManager::get_devices();
	if (devices.empty()) {
		throw Error{MSG(err) << "No audio devices found"};
	}

	// initialize engine related global keybinds
	auto &global_input_context = this->get_input_manager().get_global_context();
	global_input_context.bind(input::action_t::STOP_GAME, [this](const input::action_arg_t &) {
		this->stop();
	});
	global_input_context.bind(input::action_t::TOGGLE_HUD, [this](const input::action_arg_t &) {
		this->drawing_huds.value = !this->drawing_huds.value;
	});
	global_input_context.bind(input::action_t::SCREENSHOT, [this](const input::action_arg_t &) {
		this->get_screenshot_manager().save_screenshot();
	});
	global_input_context.bind(input::action_t::TOGGLE_DEBUG_OVERLAY, [this](const input::action_arg_t &) {
		this->drawing_debug_overlay.value = !this->drawing_debug_overlay.value;
	});
	global_input_context.bind(input::action_t::TOGGLE_PROFILER, [this](const input::action_arg_t &) {
		if (this->external_profiler.currently_profiling) {
			this->external_profiler.stop();
			this->external_profiler.show_results();
		} else {
			this->external_profiler.start();
		}
	});
	global_input_context.bind(input::event_class::MOUSE, [this](const input::action_arg_t &arg) {
		if (arg.e.cc.has_class(input::event_class::MOUSE_MOTION) &&
			this->get_input_manager().is_down(input::event_class::MOUSE_BUTTON, 2)) {
			this->move_phys_camera(arg.motion.x, arg.motion.y);
			return true;
		}
		return false;
	});

	// Switching between players with the 1-8 keys
	auto bind_player_switch = [this, &global_input_context](input::action_t action, int player) {
		global_input_context.bind(action, [this, player](const input::action_arg_t &) {
			this->current_player.value = player;
		});
	};
	bind_player_switch(input::action_t::SWITCH_TO_PLAYER_1, 1);
	bind_player_switch(input::action_t::SWITCH_TO_PLAYER_2, 2);
	bind_player_switch(input::action_t::SWITCH_TO_PLAYER_3, 3);
	bind_player_switch(input::action_t::SWITCH_TO_PLAYER_4, 4);
	bind_player_switch(input::action_t::SWITCH_TO_PLAYER_5, 5);
	bind_player_switch(input::action_t::SWITCH_TO_PLAYER_6, 6);
	bind_player_switch(input::action_t::SWITCH_TO_PLAYER_7, 7);
	bind_player_switch(input::action_t::SWITCH_TO_PLAYER_8, 8);
}