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/*
This file is part of Warzone 2100.
Copyright (C) 2011-2019 Warzone 2100 Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "lib/framework/frame.h"
#include "gfx_api_gl_sdl.h"
#include <SDL3/SDL_opengl.h>
#include <SDL3/SDL_timer.h>
#include <SDL3/SDL_hints.h>
#include <thread>
#include <chrono>
bool vsyncIsEnabled = true;
sdl_OpenGL_Impl::sdl_OpenGL_Impl(SDL_Window* _window, bool _useOpenGLES, bool _useOpenGLESLibrary)
{
ASSERT(_window != nullptr, "Invalid SDL_Window*");
window = _window;
useOpenglES = _useOpenGLES;
contextRequest = getInitialContextRequest(useOpenglES);
useOpenGLESLibrary = _useOpenGLESLibrary;
}
#if defined( _MSC_VER )
#pragma warning( push )
#pragma warning( disable : 4191 ) // warning C4191: 'reinterpret_cast': unsafe conversion from 'SDL_FunctionPointer (__cdecl *)(const char *)' to 'GLADloadproc'
#endif
GLADloadproc sdl_OpenGL_Impl::getGLGetProcAddress()
{
return reinterpret_cast<GLADloadproc>(SDL_GL_GetProcAddress);
}
#if defined( _MSC_VER )
#pragma warning( pop )
#endif
void sdl_OpenGL_Impl::setOpenGLESDriver(bool useOpenGLESLibrary)
{
if (useOpenGLESLibrary)
{
#if defined(SDL_HINT_OPENGL_ES_DRIVER)
SDL_SetHint(SDL_HINT_OPENGL_ES_DRIVER, "1");
#else
debug(LOG_WARNING, "SDL_HINT_OPENGL_ES_DRIVER is not available - may not use the OpenGL ES library");
#endif
}
else
{
#if defined(SDL_HINT_OPENGL_ES_DRIVER)
SDL_SetHint(SDL_HINT_OPENGL_ES_DRIVER, "0");
#endif
}
}
bool sdl_OpenGL_Impl::configureNextOpenGLContextRequest()
{
contextRequest = GLContextRequests(contextRequest + 1);
return configureOpenGLContextRequest(contextRequest, useOpenGLESLibrary);
}
sdl_OpenGL_Impl::GLContextRequests sdl_OpenGL_Impl::getInitialContextRequest(bool useOpenglES /*= false*/)
{
if (useOpenglES)
{
return OpenGLES30;
}
else
{
return OpenGLCore_HighestAvailable;
}
}
bool sdl_OpenGL_Impl::configureOpenGLContextRequest(GLContextRequests request, bool useOpenGLESLibrary)
{
switch (request)
{
// NOTES:
// Requesting an OpenGL 3.0+ Core Profile context
// - On macOS, **MUST** request at least OpenGL 3.2+ Core Profile (with FORWARD_COMPATIBLE_FLAG)
// to get the highest version OpenGL Core Profile context that's supported.
// - Mesa allegedly requires a request for OpenGL 3.1+ Core Profile to get the highest version
// OpenGL Core Profile context that's supported.
// - Some systems return the highest OpenGL Core Profile version that they support with the below,
// but others only return the exact version requested (even if a higher version is supported).
// - Thus, we start by requesting the maximum version of OpenGL that we'd like for WZ functionality,
// and then try every earlier version (as / if each fails).
// (Note: There is fallback handling inside sdl_OpenGL_Impl::createGLContext())
// SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG is *required* to obtain an OpenGL >= 3 Core Context on macOS
case OpenGLCore_3_3:
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
return true;
case OpenGLCore_3_2:
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
return true;
case OpenGLCore_3_1:
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
return true;
case OpenGLCore_3_0:
// Specify FORWARD_COMPATIBLE, so 3.0 simulates the 3.1 experience (basically: core profile)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
return true;
# if !defined(WZ_OS_MAC)
case OpenGLES30:
setOpenGLESDriver(useOpenGLESLibrary);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
return true;
# else
case OpenGLES30:
return false;
# endif
case MAX_CONTEXT_REQUESTS:
return false;
}
return false;
}
std::string sdl_OpenGL_Impl::to_string(const GLContextRequests& request) const\
{
switch (contextRequest)
{
case OpenGLCore_3_3:
return "OpenGL 3.3";
case OpenGLCore_3_2:
return "OpenGL 3.2";
case OpenGLCore_3_1:
return "OpenGL 3.1";
case OpenGLCore_3_0:
return "OpenGL 3.0";
case OpenGLES30:
return "OpenGL ES 3.0";
case MAX_CONTEXT_REQUESTS:
return "";
}
return "";
}
bool sdl_OpenGL_Impl::isOpenGLES() const
{
return contextRequest >= OpenGLES30;
}
bool sdl_OpenGL_Impl::createGLContext()
{
SDL_GLContext WZglcontext = SDL_GL_CreateContext(window);
std::string glContextErrors;
while (!WZglcontext)
{
glContextErrors += "Failed to create an " + to_string(contextRequest) + " context! [" + std::string(SDL_GetError()) + "]\n";
if (!configureNextOpenGLContextRequest())
{
// No more context requests to try
debug_multiline(LOG_ERROR, glContextErrors);
return false;
}
WZglcontext = SDL_GL_CreateContext(window);
}
if (!glContextErrors.empty())
{
// Although context creation eventually succeeded, log the attempts that failed
debug_multiline(LOG_3D, glContextErrors);
}
debug(LOG_INFO, "Requested %s context", to_string(contextRequest).c_str());
int value = 0;
if (SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &value))
{
if (value == 0)
{
debug(LOG_ERROR, "OpenGL initialization did not give double buffering! (%d)", value);
debug(LOG_ERROR, "Double buffering is required for this game!");
SDL_GL_DestroyContext(WZglcontext);
return false;
}
}
else
{
// SDL_GL_GetAttribute failed for SDL_GL_DOUBLEBUFFER
// For desktop OpenGL, treat this as a fatal error
code_part log_type = LOG_ERROR;
if (isOpenGLES())
{
// For OpenGL ES (EGL?), log this + let execution continue
//
// If SDL is compiled with Desktop OpenGL support, it may not properly
// query double buffering status for OpenGL ES contexts (as of: SDL 2.0.10)
log_type = LOG_3D;
}
debug(log_type, "SDL_GL_GetAttribute failed to get value for SDL_GL_DOUBLEBUFFER (%s)", SDL_GetError());
debug(log_type, "Double buffering is required for this game - if it isn't actually enabled, things will fail!");
if (log_type == LOG_ERROR)
{
SDL_GL_DestroyContext(WZglcontext);
return false;
}
}
int r, g, b, a;
SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &r);
SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &g);
SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &b);
SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &a);
debug(LOG_3D, "Current values for: SDL_GL_RED_SIZE (%d), SDL_GL_GREEN_SIZE (%d), SDL_GL_BLUE_SIZE (%d), SDL_GL_ALPHA_SIZE (%d)", r, g, b, a);
if (!SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value))
{
debug(LOG_3D, "Failed to get value for SDL_GL_DEPTH_SIZE (%s)", SDL_GetError());
}
debug(LOG_3D, "Current value for SDL_GL_DEPTH_SIZE: (%d)", value);
if (!SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &value))
{
debug(LOG_3D, "Failed to get value for SDL_GL_STENCIL_SIZE (%s)", SDL_GetError());
}
debug(LOG_3D, "Current value for SDL_GL_STENCIL_SIZE: (%d)", value);
if (!SDL_GL_GetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, &value))
{
debug(LOG_3D, "Failed to get value for SDL_GL_FRAMEBUFFER_SRGB_CAPABLE (%s)", SDL_GetError());
}
else
{
debug(LOG_3D, "Current value for SDL_GL_FRAMEBUFFER_SRGB_CAPABLE: (%d)", value);
}
int windowWidth, windowHeight = 0;
SDL_GetWindowSize(window, &windowWidth, &windowHeight);
debug(LOG_WZ, "Logical Window Size: %d x %d", windowWidth, windowHeight);
return true;
}
bool sdl_OpenGL_Impl::destroyGLContext()
{
SDL_GLContext WZglcontext = SDL_GL_GetCurrentContext();
if (!WZglcontext)
{
return false;
}
SDL_GL_DestroyContext(WZglcontext);
return true;
}
void sdl_OpenGL_Impl::swapWindow()
{
#if defined(WZ_OS_MAC)
// Workaround for OpenGL on macOS (see below)
const uint64_t swapStartTime = SDL_GetTicks();
#endif
SDL_GL_SwapWindow(window);
#if defined(WZ_OS_MAC)
// Workaround for OpenGL on macOS
// - If the OpenGL window is minimized (or occluded), SwapWindow may not wait for the vertical blanking interval
// - To workaround this, detect when we seem to be spinning without any wait, and sleep for a bit
static uint32_t numFramesNoVsync = 0;
static uint64_t lastSwapEndTime = 0;
const bool isMinimized = static_cast<bool>(SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED);
const uint64_t minFrameInterval = 1000 / ((isMinimized) ? 60 : 120);
const uint64_t minSwapEndTick = swapStartTime + 2;
uint64_t swapEndTime = SDL_GetTicks();
const uint32_t frameTime = swapEndTime - lastSwapEndTime;
if ((vsyncIsEnabled || isMinimized) && swapEndTime < minSwapEndTick && (frameTime < minFrameInterval))
{
const uint32_t leewayFramesBeforeThrottling = (isMinimized) ? 2 : 4;
if (leewayFramesBeforeThrottling < numFramesNoVsync)
{
std::this_thread::sleep_for(std::chrono::milliseconds(minFrameInterval - frameTime));
swapEndTime = SDL_GetTicks();
}
else
{
++numFramesNoVsync;
}
}
else if (0 < numFramesNoVsync)
{
--numFramesNoVsync;
}
lastSwapEndTime = swapEndTime;
#endif
}
void sdl_OpenGL_Impl::getDrawableSize(int* w, int* h)
{
SDL_GetWindowSizeInPixels(window, w, h);
}
bool to_sdl_swap_interval(gfx_api::context::swap_interval_mode mode, int &output_value)
{
switch (mode)
{
case gfx_api::context::swap_interval_mode::immediate:
output_value = 0;
return true;
case gfx_api::context::swap_interval_mode::vsync:
output_value = 1;
return true;
case gfx_api::context::swap_interval_mode::adaptive_vsync:
output_value = -1;
return true;
default:
// unsupported swap_interval_mode
return false;
}
return false;
}
gfx_api::context::swap_interval_mode from_sdl_swap_interval(int swapInterval)
{
switch (swapInterval)
{
case 0:
return gfx_api::context::swap_interval_mode::immediate;
case 1:
return gfx_api::context::swap_interval_mode::vsync;
case -1:
return gfx_api::context::swap_interval_mode::adaptive_vsync;
}
return gfx_api::context::swap_interval_mode::vsync;
}
bool sdl_OpenGL_Impl::setSwapInterval(gfx_api::context::swap_interval_mode mode)
{
int interval = 1;
if (!to_sdl_swap_interval(mode, interval))
{
debug(LOG_3D, "Unsupported swap_interval_mode for SDL OpenGL backend: %d", to_int(mode));
return false;
}
if (!SDL_GL_SetSwapInterval(interval))
{
debug(LOG_WARNING, "SDL_GL_SetSwapInterval(%d) failed with error (%s)", interval, SDL_GetError());
return false;
}
vsyncIsEnabled = interval != 0;
return true;
}
gfx_api::context::swap_interval_mode sdl_OpenGL_Impl::getSwapInterval() const
{
int interval = 0;
SDL_GL_GetSwapInterval(&interval);
return from_sdl_swap_interval(interval);
}
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