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#include "UwpGfxDevice.h"
#include "UwpApplication.h"
#include <winrt/Windows.UI.Core.h>
#include <winrt/Windows.Graphics.Display.h>
#include <winrt/Windows.Graphics.Display.Core.h>
#include <winrt/Windows.Foundation.h>
#include <winrt/Windows.Foundation.Collections.h>
#include <Environment.h>
#include <Utf8.h>
#if defined(WITH_ANGLE)
# include <angle_windowsstore.h>
#endif
namespace winrtWGD = winrt::Windows::Graphics::Display;
namespace winrtWGDC = winrt::Windows::Graphics::Display::Core;
namespace nCine::Backends
{
UwpGfxDevice::UwpGfxDevice(const WindowMode& windowMode, const GLContextInfo& glContextInfo, const DisplayMode& displayMode, const winrtWUC::CoreWindow& window)
: IGfxDevice(windowMode, glContextInfo, displayMode), _window(window), _renderSurface{EGL_NO_SURFACE}, _sizeChanged(2)
{
updateMonitors();
Initialize();
}
UwpGfxDevice::~UwpGfxDevice()
{
Cleanup();
}
void UwpGfxDevice::Initialize()
{
#if defined(WITH_OPENGLES)
# if defined(WITH_ANGLE)
static const EGLint configAttributes[] = {
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_NONE
};
static const EGLint contextAttributes[] = {
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
static const EGLint defaultDisplayAttributes[] = {
// These are the default display attributes, used to request ANGLE's D3D11 renderer.
// eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+.
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
// The surface will be posted to the window using DirectComposition.
EGL_DIRECT_COMPOSITION_ANGLE, EGL_TRUE,
// EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices.
EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE, EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE,
// EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is an option that enables ANGLE to automatically call
// the IDXGIDevice3::Trim method on behalf of the application when it gets suspended.
// Calling IDXGIDevice3::Trim when an application is suspended is a Windows Store application certification requirement.
EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
EGL_NONE,
};
static const EGLint fl9_3DisplayAttributes[] = {
// These can be used to request ANGLE's D3D11 renderer, with D3D11 Feature Level 9_3.
// These attributes are used if the call to eglInitialize fails with the default display attributes.
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9,
EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3,
EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE, EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE,
EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
EGL_NONE,
};
static const EGLint warpDisplayAttributes[] = {
// These attributes can be used to request D3D11 WARP.
// They are used if eglInitialize fails with both the default display attributes and the 9_3 display attributes.
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_D3D_WARP_ANGLE,
EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE, EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE,
EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
EGL_NONE,
};
// eglGetPlatformDisplayEXT is an alternative to eglGetDisplay. It allows us to pass in display attributes, used to configure D3D11.
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = reinterpret_cast<PFNEGLGETPLATFORMDISPLAYEXTPROC>(eglGetProcAddress("eglGetPlatformDisplayEXT"));
FATAL_ASSERT_MSG(eglGetPlatformDisplayEXT != nullptr, "Failed to get function eglGetPlatformDisplayEXT()");
//
// To initialize the display, we make three sets of calls to eglGetPlatformDisplayEXT and eglInitialize, with varying
// parameters passed to eglGetPlatformDisplayEXT:
// 1) The first calls uses "defaultDisplayAttributes" as a parameter. This corresponds to D3D11 Feature Level 10_0+.
// 2) If eglInitialize fails for step 1 (e.g. because 10_0+ isn't supported by the default GPU), then we try again
// using "fl9_3DisplayAttributes". This corresponds to D3D11 Feature Level 9_3.
// 3) If eglInitialize fails for step 2 (e.g. because 9_3+ isn't supported by the default GPU), then we try again
// using "warpDisplayAttributes". This corresponds to D3D11 Feature Level 11_0 on WARP, a D3D11 software rasterizer.
//
// This tries to initialize EGL to D3D11 Feature Level 10_0+. See above comment for details.
_eglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, defaultDisplayAttributes);
FATAL_ASSERT_MSG(_eglDisplay != EGL_NO_DISPLAY, "Failed to get EGL display");
if (eglInitialize(_eglDisplay, NULL, NULL) == EGL_FALSE) {
// This tries to initialize EGL to D3D11 Feature Level 9_3, if 10_0+ is unavailable (e.g. on some mobile devices).
_eglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, fl9_3DisplayAttributes);
FATAL_ASSERT_MSG(_eglDisplay != EGL_NO_DISPLAY, "Failed to get EGL display");
if (eglInitialize(_eglDisplay, NULL, NULL) == EGL_FALSE) {
// This initializes EGL to D3D11 Feature Level 11_0 on WARP, if 9_3+ is unavailable on the default GPU.
_eglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, warpDisplayAttributes);
FATAL_ASSERT_MSG(_eglDisplay != EGL_NO_DISPLAY, "Failed to get EGL display");
// If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
EGLBoolean result = eglInitialize(_eglDisplay, NULL, NULL);
FATAL_ASSERT_MSG(result != EGL_FALSE, "Failed to initialize EGL");
LOGW("Cannot initialize EGL to D3D11 Feature Level 10_0+, using Feature Level 9_3 instead");
} else {
LOGW("Cannot initialize EGL to D3D11 Feature Level 10_0+, using WARP instead");
}
}
EGLint numConfigs = 0;
if (eglChooseConfig(_eglDisplay, configAttributes, &_eglConfig, 1, &numConfigs) == EGL_FALSE || numConfigs == 0) {
LOGE("Failed to choose first EGLConfig");
}
_eglContext = eglCreateContext(_eglDisplay, _eglConfig, EGL_NO_CONTEXT, contextAttributes);
FATAL_ASSERT_MSG(_eglContext != EGL_NO_CONTEXT, "Failed to create EGL context");
winrtWF::Collections::PropertySet surfaceProperties;
surfaceProperties.Insert(EGLNativeWindowTypeProperty, _window);
_renderSurface = eglCreateWindowSurface(_eglDisplay, _eglConfig, static_cast<EGLNativeWindowType>(winrt::get_abi(surfaceProperties)), nullptr);
FATAL_ASSERT_MSG(_renderSurface != EGL_NO_SURFACE, "Failed to create EGL surface");
# else
// Generic/Mesa initialization
static const EGLint configAttributes[] = {
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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_NONE
};
static const EGLint contextAttributes[] = {
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
static const EGLint windowAttributes[] = {
EGL_RENDER_BUFFER, EGL_BACK_BUFFER,
EGL_NONE
};
_eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
FATAL_ASSERT_MSG(_eglDisplay != EGL_NO_DISPLAY, "Failed to get EGL display");
if (eglInitialize(_eglDisplay, NULL, NULL) == EGL_FALSE) {
LOGW("Cannot initialize EGL");
}
EGLint numConfigs = 0;
if (eglChooseConfig(_eglDisplay, configAttributes, &_eglConfig, 1, &numConfigs) == EGL_FALSE || numConfigs == 0) {
LOGE("Failed to choose first EGLConfig");
}
_eglContext = eglCreateContext(_eglDisplay, _eglConfig, EGL_NO_CONTEXT, contextAttributes);
FATAL_ASSERT_MSG(_eglContext != EGL_NO_CONTEXT, "Failed to create EGL context");
_renderSurface = eglCreateWindowSurface(_eglDisplay, _eglConfig, static_cast<EGLNativeWindowType>(winrt::get_abi(_window)), windowAttributes);
FATAL_ASSERT_MSG(_renderSurface != EGL_NO_SURFACE, "Failed to create EGL surface");
# endif
#else
# error "For DEATH_TARGET_WINDOWS_RT, OpenGL|ES should be used instead of OpenGL"
#endif
}
void UwpGfxDevice::Cleanup()
{
#if defined(WITH_OPENGLES)
if (_renderSurface != EGL_NO_SURFACE) {
eglDestroySurface(_eglDisplay, _renderSurface);
_renderSurface = EGL_NO_SURFACE;
}
if (_eglDisplay != EGL_NO_DISPLAY) {
if (_eglContext != EGL_NO_CONTEXT) {
eglDestroyContext(_eglDisplay, _eglContext);
_eglContext = EGL_NO_CONTEXT;
}
eglTerminate(_eglDisplay);
_eglDisplay = EGL_NO_DISPLAY;
}
#endif
}
void UwpGfxDevice::MakeCurrent()
{
#if defined(WITH_OPENGLES)
EGLBoolean result = eglMakeCurrent(_eglDisplay, _renderSurface, _renderSurface, _eglContext);
FATAL_ASSERT_MSG(result != EGL_FALSE, "eglMakeCurrent() failed");
const int interval = (displayMode_.hasVSync() ? 1 : 0);
eglSwapInterval(_eglDisplay, interval);
#endif
}
void UwpGfxDevice::update()
{
#if defined(WITH_OPENGLES)
eglSwapBuffers(_eglDisplay, _renderSurface);
if (_sizeChanged > 0) {
EGLint currentWidth = 0, currentHeight = 0;
eglQuerySurface(_eglDisplay, _renderSurface, EGL_WIDTH, ¤tWidth);
eglQuerySurface(_eglDisplay, _renderSurface, EGL_HEIGHT, ¤tHeight);
// TODO: This doesn't work correctly
/*std::uint32_t currentWidth = 0, currentHeight = 0;
if (Environment::CurrentDeviceType == DeviceType::Xbox) {
const winrtWGDC::HdmiDisplayInformation hdi = winrtWGDC::HdmiDisplayInformation::GetForCurrentView();
if (hdi) {
winrtWGDC::HdmiDisplayMode displayMode = hdi.GetCurrentDisplayMode();
currentWidth = displayMode.ResolutionWidthInRawPixels();
currentHeight = displayMode.ResolutionHeightInRawPixels();
}
}
if (currentWidth <= 0 || currentHeight <= 0) {
std::int32_t scale = static_cast<std::int32_t>(winrtWGD::DisplayInformation::GetForCurrentView().ResolutionScale());
auto bounds = _window.Bounds();
currentWidth = (bounds.Width * scale) / 100;
currentHeight = (bounds.Height * scale) / 100;
}*/
if (currentWidth > 0 && currentHeight > 0) {
_sizeChanged--;
if (currentWidth != width_ || currentHeight != height_) {
width_ = currentWidth;
height_ = currentHeight;
drawableWidth_ = width_;
drawableHeight_ = height_;
theApplication().ResizeScreenViewport(drawableWidth_, drawableHeight_);
}
}
}
#endif
}
void UwpGfxDevice::setResolution(bool fullscreen, int width, int height)
{
//UwpApplication::GetDispatcher().RunIdleAsync([fullscreen, width, height](auto args) {
if (fullscreen) {
winrtWUV::ApplicationView::GetForCurrentView().TryEnterFullScreenMode();
} else {
winrtWUV::ApplicationView::GetForCurrentView().ExitFullScreenMode();
if (width > 0 && height > 0) {
float dpi = winrt::Windows::Graphics::Display::DisplayInformation::GetForCurrentView().LogicalDpi();
winrtWF::Size desiredSize = winrtWF::Size((width * DefaultDPI / dpi), (height * DefaultDPI / dpi));
winrtWUV::ApplicationView::GetForCurrentView().TryResizeView(desiredSize);
}
}
//});
isFullscreen_ = fullscreen;
_sizeChanged = 10;
}
void UwpGfxDevice::setWindowSize(int width, int height)
{
// This method is usually called from main thread, but it's required on UI thread
//UwpApplication::GetDispatcher().RunIdleAsync([width, height](auto args) {
winrtWF::Size desiredSize = winrtWF::Size(static_cast<float>(width), static_cast<float>(height));
winrtWUV::ApplicationView::GetForCurrentView().TryResizeView(desiredSize);
//});
}
void UwpGfxDevice::setWindowTitle(StringView windowTitle)
{
// TODO: Disabled for now for Windows RT, because it appends application name
// This method is usually called from main thread, but it's required on UI thread
//auto windowTitleW = Death::Utf8::ToUtf16(windowTitle);
//UwpApplication::GetDispatcher().RunIdleAsync([windowTitleW = std::move(windowTitleW)](auto args) {
// winrtWUV::ApplicationView::GetForCurrentView().Title(winrt::hstring(windowTitleW.data(), windowTitleW.size()));
//});
}
void UwpGfxDevice::updateMonitors()
{
auto displayInfo = winrtWGD::DisplayInformation::GetForCurrentView();
numMonitors_ = 1;
auto& monitor = monitors_[0];
monitor.name = nullptr;
monitor.position = Vector2i::Zero;
float dpi = displayInfo.LogicalDpi();
monitor.scale.X = dpi / DefaultDPI;
monitor.scale.Y = dpi / DefaultDPI;
monitor.numVideoModes = 1;
auto& videoMode = monitor.videoModes[0];
videoMode.width = displayInfo.ScreenWidthInRawPixels();
videoMode.height = displayInfo.ScreenHeightInRawPixels();
}
}
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