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/*
** sdlglvideo.cpp
**
**---------------------------------------------------------------------------
** Copyright 2005-2016 Christoph Oelckers et.al.
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
// HEADER FILES ------------------------------------------------------------
#include "doomtype.h"
#include "i_module.h"
#include "i_system.h"
#include "i_video.h"
#include "m_argv.h"
#include "v_video.h"
#include "version.h"
#include "c_console.h"
#include "s_sound.h"
#include "hardware.h"
#include "gl_sysfb.h"
#include "gl_load/gl_system.h"
#include "r_defs.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/shaders/gl_shader.h"
#ifdef HAVE_VULKAN
#include "rendering/vulkan/system/vk_framebuffer.h"
#endif
// MACROS ------------------------------------------------------------------
// TYPES -------------------------------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern IVideo *Video;
EXTERN_CVAR (Int, vid_adapter)
EXTERN_CVAR (Int, vid_displaybits)
EXTERN_CVAR (Int, vid_defwidth)
EXTERN_CVAR (Int, vid_defheight)
EXTERN_CVAR (Int, vid_enablevulkan)
EXTERN_CVAR (Bool, cl_capfps)
// PUBLIC DATA DEFINITIONS -------------------------------------------------
CUSTOM_CVAR(Bool, gl_debug, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
Printf("This won't take effect until " GAMENAME " is restarted.\n");
}
CUSTOM_CVAR(Bool, gl_es, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
Printf("This won't take effect until " GAMENAME " is restarted.\n");
}
CVAR(Bool, i_soundinbackground, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR (Int, vid_adapter, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
// PRIVATE DATA DEFINITIONS ------------------------------------------------
namespace Priv
{
FModule library("SDL2");
#define SDL2_OPTIONAL_FUNCTION(RESULT, NAME, ...) \
static TOptProc<library, RESULT(*)(__VA_ARGS__)> NAME("SDL_" #NAME)
SDL2_OPTIONAL_FUNCTION(int, GetWindowBordersSize, SDL_Window *window, int *top, int *left, int *bottom, int *right);
#ifdef HAVE_VULKAN
SDL2_OPTIONAL_FUNCTION(void, Vulkan_GetDrawableSize, SDL_Window *window, int *width, int *height);
SDL2_OPTIONAL_FUNCTION(SDL_bool, Vulkan_GetInstanceExtensions, SDL_Window *window, unsigned int *count, const char **names);
SDL2_OPTIONAL_FUNCTION(SDL_bool, Vulkan_CreateSurface, SDL_Window *window, VkInstance instance, VkSurfaceKHR *surface);
#endif
#undef SDL2_OPTIONAL_FUNCTION
static const uint32_t VulkanWindowFlag = 0x1000'0000;
SDL_Window *window;
bool vulkanEnabled;
bool fullscreenSwitch;
void CreateWindow(uint32_t extraFlags)
{
assert(Priv::window == nullptr);
// Set default size
SDL_Rect bounds;
SDL_GetDisplayBounds(vid_adapter, &bounds);
if (win_w <= 0 || win_h <= 0)
{
win_w = bounds.w * 8 / 10;
win_h = bounds.h * 8 / 10;
}
FString caption;
caption.Format(GAMESIG " %s (%s)", GetVersionString(), GetGitTime());
const uint32_t windowFlags = (win_maximized ? SDL_WINDOW_MAXIMIZED : 0) | SDL_WINDOW_RESIZABLE | extraFlags;
Priv::window = SDL_CreateWindow(caption,
(win_x <= 0) ? SDL_WINDOWPOS_CENTERED_DISPLAY(vid_adapter) : win_x,
(win_y <= 0) ? SDL_WINDOWPOS_CENTERED_DISPLAY(vid_adapter) : win_y,
win_w, win_h, windowFlags);
if (Priv::window != nullptr)
{
// Enforce minimum size limit
SDL_SetWindowMinimumSize(Priv::window, VID_MIN_WIDTH, VID_MIN_HEIGHT);
}
}
void DestroyWindow()
{
assert(Priv::window != nullptr);
SDL_DestroyWindow(Priv::window);
Priv::window = nullptr;
}
void SetupPixelFormat(int multisample, const int *glver)
{
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
if (multisample > 0) {
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, multisample);
}
if (gl_debug)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
if (gl_es)
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
}
else if (glver[0] > 2)
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, glver[0]);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, glver[1]);
}
else
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
}
}
}
class SDLVideo : public IVideo
{
public:
SDLVideo ();
~SDLVideo ();
DFrameBuffer *CreateFrameBuffer ();
private:
#ifdef HAVE_VULKAN
VulkanDevice *device = nullptr;
#endif
};
// CODE --------------------------------------------------------------------
#ifdef HAVE_VULKAN
void I_GetVulkanDrawableSize(int *width, int *height)
{
assert(Priv::vulkanEnabled);
assert(Priv::window != nullptr);
assert(Priv::Vulkan_GetDrawableSize);
Priv::Vulkan_GetDrawableSize(Priv::window, width, height);
}
bool I_GetVulkanPlatformExtensions(unsigned int *count, const char **names)
{
assert(Priv::vulkanEnabled);
assert(Priv::window != nullptr);
return Priv::Vulkan_GetInstanceExtensions(Priv::window, count, names) == SDL_TRUE;
}
bool I_CreateVulkanSurface(VkInstance instance, VkSurfaceKHR *surface)
{
assert(Priv::vulkanEnabled);
assert(Priv::window != nullptr);
return Priv::Vulkan_CreateSurface(Priv::window, instance, surface) == SDL_TRUE;
}
#endif
SDLVideo::SDLVideo ()
{
if (SDL_Init(SDL_INIT_VIDEO) < 0)
{
fprintf(stderr, "Video initialization failed: %s\n", SDL_GetError());
return;
}
// Load optional SDL functions
if (!Priv::library.IsLoaded())
{
Priv::library.Load({ "libSDL2-2.0.so.0", "libSDL2-2.0.so", "libSDL2.so" });
}
#ifdef HAVE_VULKAN
Priv::vulkanEnabled = vid_enablevulkan == 1
&& Priv::Vulkan_GetDrawableSize && Priv::Vulkan_GetInstanceExtensions && Priv::Vulkan_CreateSurface;
if (Priv::vulkanEnabled)
{
Priv::CreateWindow(Priv::VulkanWindowFlag | SDL_WINDOW_HIDDEN);
if (Priv::window == nullptr)
{
Priv::vulkanEnabled = false;
}
}
#endif
}
SDLVideo::~SDLVideo ()
{
#ifdef HAVE_VULKAN
delete device;
#endif
}
DFrameBuffer *SDLVideo::CreateFrameBuffer ()
{
SystemBaseFrameBuffer *fb = nullptr;
// first try Vulkan, if that fails OpenGL
#ifdef HAVE_VULKAN
if (Priv::vulkanEnabled)
{
try
{
assert(device == nullptr);
device = new VulkanDevice();
fb = new VulkanFrameBuffer(nullptr, fullscreen, device);
}
catch (CVulkanError const&)
{
if (Priv::window != nullptr)
{
Priv::DestroyWindow();
}
Priv::vulkanEnabled = false;
}
}
#endif
if (fb == nullptr)
{
fb = new OpenGLRenderer::OpenGLFrameBuffer(0, fullscreen);
}
return fb;
}
IVideo *gl_CreateVideo()
{
return new SDLVideo();
}
// FrameBuffer Implementation -----------------------------------------------
SystemBaseFrameBuffer::SystemBaseFrameBuffer (void *, bool fullscreen)
: DFrameBuffer (vid_defwidth, vid_defheight)
{
if (Priv::window != nullptr)
{
SDL_SetWindowFullscreen(Priv::window, fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
SDL_ShowWindow(Priv::window);
}
}
int SystemBaseFrameBuffer::GetClientWidth()
{
int width = 0;
#ifdef HAVE_VULKAN
assert(Priv::vulkanEnabled);
Priv::Vulkan_GetDrawableSize(Priv::window, &width, nullptr);
#endif
return width;
}
int SystemBaseFrameBuffer::GetClientHeight()
{
int height = 0;
#ifdef HAVE_VULKAN
assert(Priv::vulkanEnabled);
Priv::Vulkan_GetDrawableSize(Priv::window, nullptr, &height);
#endif
return height;
}
bool SystemBaseFrameBuffer::IsFullscreen ()
{
return (SDL_GetWindowFlags(Priv::window) & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0;
}
void SystemBaseFrameBuffer::ToggleFullscreen(bool yes)
{
SDL_SetWindowFullscreen(Priv::window, yes ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
if ( !yes )
{
if ( !Priv::fullscreenSwitch )
{
Priv::fullscreenSwitch = true;
fullscreen = false;
}
else
{
Priv::fullscreenSwitch = false;
SetWindowSize(win_w, win_h);
}
}
}
void SystemBaseFrameBuffer::SetWindowSize(int w, int h)
{
if (w < VID_MIN_WIDTH || h < VID_MIN_HEIGHT)
{
w = VID_MIN_WIDTH;
h = VID_MIN_HEIGHT;
}
win_w = w;
win_h = h;
if ( fullscreen )
{
fullscreen = false;
}
else
{
win_maximized = false;
SDL_SetWindowSize(Priv::window, w, h);
SDL_SetWindowPosition(Priv::window, SDL_WINDOWPOS_CENTERED_DISPLAY(vid_adapter), SDL_WINDOWPOS_CENTERED_DISPLAY(vid_adapter));
SetSize(GetClientWidth(), GetClientHeight());
int x, y;
SDL_GetWindowPosition(Priv::window, &x, &y);
win_x = x;
win_y = y;
}
}
SystemGLFrameBuffer::SystemGLFrameBuffer(void *hMonitor, bool fullscreen)
: SystemBaseFrameBuffer(hMonitor, fullscreen)
{
// NOTE: Core profiles were added with GL 3.2, so there's no sense trying
// to set core 3.1 or 3.0. We could try a forward-compatible context
// instead, but that would be too restrictive (w.r.t. shaders).
static const int glvers[][2] = {
{ 4, 6 }, { 4, 5 }, { 4, 4 }, { 4, 3 }, { 4, 2 }, { 4, 1 }, { 4, 0 },
{ 3, 3 }, { 3, 2 }, { 2, 0 },
{ 0, 0 },
};
int glveridx = 0;
int i;
const char *version = Args->CheckValue("-glversion");
if (version != NULL)
{
double gl_version = strtod(version, NULL) + 0.01;
int vermaj = (int)gl_version;
int vermin = (int)(gl_version*10.0) % 10;
while (glvers[glveridx][0] > vermaj || (glvers[glveridx][0] == vermaj &&
glvers[glveridx][1] > vermin))
{
glveridx++;
if (glvers[glveridx][0] == 0)
{
glveridx = 0;
break;
}
}
}
for ( ; glvers[glveridx][0] > 0; ++glveridx)
{
Priv::SetupPixelFormat(0, glvers[glveridx]);
Priv::CreateWindow(SDL_WINDOW_OPENGL | (fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0));
if (Priv::window == nullptr)
{
continue;
}
GLContext = SDL_GL_CreateContext(Priv::window);
if (GLContext == nullptr)
{
Priv::DestroyWindow();
}
else
{
break;
}
}
}
SystemGLFrameBuffer::~SystemGLFrameBuffer ()
{
if (Priv::window)
{
if (GLContext)
{
SDL_GL_DeleteContext(GLContext);
}
Priv::DestroyWindow();
}
}
int SystemGLFrameBuffer::GetClientWidth()
{
int width = 0;
SDL_GL_GetDrawableSize(Priv::window, &width, nullptr);
return width;
}
int SystemGLFrameBuffer::GetClientHeight()
{
int height = 0;
SDL_GL_GetDrawableSize(Priv::window, nullptr, &height);
return height;
}
void SystemGLFrameBuffer::SetVSync( bool vsync )
{
#if defined (__APPLE__)
const GLint value = vsync ? 1 : 0;
CGLSetParameter( CGLGetCurrentContext(), kCGLCPSwapInterval, &value );
#else
if (vsync)
{
if (SDL_GL_SetSwapInterval(-1) == -1)
SDL_GL_SetSwapInterval(1);
}
else
{
SDL_GL_SetSwapInterval(0);
}
#endif
}
void SystemGLFrameBuffer::SwapBuffers()
{
SDL_GL_SwapWindow(Priv::window);
}
void ProcessSDLWindowEvent(const SDL_WindowEvent &event)
{
switch (event.event)
{
extern bool AppActive;
case SDL_WINDOWEVENT_FOCUS_GAINED:
S_SetSoundPaused(1);
AppActive = true;
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
S_SetSoundPaused(i_soundinbackground);
AppActive = false;
break;
case SDL_WINDOWEVENT_MOVED:
if (!fullscreen && Priv::GetWindowBordersSize)
{
int top = 0, left = 0;
Priv::GetWindowBordersSize(Priv::window, &top, &left, nullptr, nullptr);
win_x = event.data1-left;
win_y = event.data2-top;
}
break;
case SDL_WINDOWEVENT_RESIZED:
if (!fullscreen && !Priv::fullscreenSwitch)
{
win_w = event.data1;
win_h = event.data2;
}
break;
case SDL_WINDOWEVENT_MAXIMIZED:
win_maximized = true;
break;
case SDL_WINDOWEVENT_RESTORED:
win_maximized = false;
break;
}
}
// each platform has its own specific version of this function.
void I_SetWindowTitle(const char* caption)
{
if (caption)
{
SDL_SetWindowTitle(Priv::window, caption);
}
else
{
FString default_caption;
default_caption.Format(GAMESIG " %s (%s)", GetVersionString(), GetGitTime());
SDL_SetWindowTitle(Priv::window, default_caption);
}
}
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