gtk2/gdk/win32/gdkglcontext-win32.c

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/* GDK - The GIMP Drawing Kit
*
* gdkglcontext-win32.c: Win32 specific OpenGL wrappers
*
* Copyright © 2014 Emmanuele Bassi
* Copyright © 2014 Alexander Larsson
* Copyright © 2014 Chun-wei Fan
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library 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
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*/
#include "config.h"
#include "gdkprivate-win32.h"
#include "gdkwindow-win32.h"
#include "gdkglcontext-win32.h"
#include "gdkdisplay-win32.h"
#include "gdkwin32display.h"
#include "gdkwin32glcontext.h"
#include "gdkwin32misc.h"
#include "gdkwin32screen.h"
#include "gdkwin32window.h"
#include "gdkglcontext.h"
#include "gdkwindow.h"
#include "gdkinternals.h"
#include "gdkintl.h"
#include <cairo.h>
#include <epoxy/wgl.h>
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
#ifdef GDK_WIN32_ENABLE_EGL
# include <epoxy/egl.h>
#endif
struct _GdkWin32GLContext
{
GdkGLContext parent_instance;
HDC gl_hdc;
guint need_alpha_bits : 1;
guint is_attached : 1;
guint do_frame_sync : 1;
guint do_blit_swap : 1;
};
struct _GdkWin32GLContextClass
{
GdkGLContextClass parent_class;
};
G_DEFINE_TYPE (GdkWin32GLContext, gdk_win32_gl_context, GDK_TYPE_GL_CONTEXT)
static void
gdk_win32_gl_context_cleanup (GdkGLContext *context)
{
GdkWindow *window = gdk_gl_context_get_window (context);
if (window != NULL)
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
{
GdkWindowImplWin32 *impl = NULL;
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
ReleaseDC (GDK_WINDOW_HWND (window), GDK_WIN32_GL_CONTEXT(context)->gl_hdc);
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
impl = GDK_WINDOW_IMPL_WIN32 (window->impl);
if (impl->suppress_layered > 0)
impl->suppress_layered--;
/* If we don't have any window that forces layered windows off,
* trigger update_style_bits() to enable layered windows again
*/
if (impl->suppress_layered == 0)
_gdk_win32_window_update_style_bits (window);
}
}
static void
gdk_gl_blit_region (GdkWindow *window,
cairo_region_t *region,
gboolean use_intel_workaround)
{
int n_rects, i, j;
int scale = gdk_window_get_scale_factor (window);
int wh = gdk_window_get_height (window);
cairo_rectangle_int_t rect;
int retries = 0;
if (use_intel_workaround)
retries = 1;
n_rects = cairo_region_num_rectangles (region);
for (i = 0; i <= retries; i ++)
{
for (j = 0; j < n_rects; j++)
{
cairo_region_get_rectangle (region, j, &rect);
glScissor (rect.x * scale, (wh - rect.y - rect.height) * scale, rect.width * scale, rect.height * scale);
glBlitFramebuffer (rect.x * scale, (wh - rect.y - rect.height) * scale, (rect.x + rect.width) * scale, (wh - rect.y) * scale,
rect.x * scale, (wh - rect.y - rect.height) * scale, (rect.x + rect.width) * scale, (wh - rect.y) * scale,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
if (retries > 0 && i < retries)
glFlush ();
}
}
/* Section on WGL usage */
struct _GdkWin32GLContextWGL
{
GdkWin32GLContext parent_instance;
HGLRC wgl_context;
};
typedef struct _GdkWin32GLContextClass GdkWin32GLContextWGLClass;
typedef struct _GdkWin32GLContextWGL GdkWin32GLContextWGL;
G_DEFINE_TYPE (GdkWin32GLContextWGL, gdk_win32_gl_context_wgl, GDK_TYPE_WIN32_GL_CONTEXT)
#define GDK_TYPE_WIN32_GL_CONTEXT_WGL (gdk_win32_gl_context_wgl_get_type())
#define GDK_WIN32_GL_CONTEXT_WGL(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), GDK_TYPE_WIN32_GL_CONTEXT_WGL, GdkWin32GLContextWGL))
#define GDK_IS_WIN32_GL_CONTEXT_WGL(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), GDK_TYPE_WIN32_GL_CONTEXT_WGL))
typedef struct
{
ATOM wc_atom;
HWND hwnd;
HDC hdc;
HGLRC hglrc;
gboolean inited;
} GdkWGLDummy;
static void
destroy_dummy_gl_context (GdkWGLDummy dummy)
{
if (dummy.hglrc != NULL)
{
wglDeleteContext (dummy.hglrc);
dummy.hglrc = NULL;
}
if (dummy.hdc != NULL)
{
DeleteDC (dummy.hdc);
dummy.hdc = NULL;
}
if (dummy.hwnd != NULL)
{
DestroyWindow (dummy.hwnd);
dummy.hwnd = NULL;
}
if (dummy.wc_atom != 0)
{
UnregisterClass (MAKEINTATOM (dummy.wc_atom), GetModuleHandle (NULL));
dummy.wc_atom = 0;
}
dummy.inited = FALSE;
}
/* Yup, we need to create a dummy window for the dummy WGL context */
static void
get_dummy_window_hwnd (GdkWGLDummy *dummy)
{
WNDCLASSEX dummy_wc;
memset (&dummy_wc, 0, sizeof (WNDCLASSEX));
dummy_wc.cbSize = sizeof( WNDCLASSEX );
dummy_wc.style = CS_OWNDC;
dummy_wc.lpfnWndProc = (WNDPROC) DefWindowProc;
dummy_wc.cbClsExtra = 0;
dummy_wc.cbWndExtra = 0;
dummy_wc.hInstance = GetModuleHandle( NULL );
dummy_wc.hIcon = 0;
dummy_wc.hCursor = NULL;
dummy_wc.hbrBackground = 0;
dummy_wc.lpszMenuName = 0;
dummy_wc.lpszClassName = "dummy";
dummy_wc.hIconSm = 0;
dummy->wc_atom = RegisterClassEx (&dummy_wc);
dummy->hwnd =
CreateWindowEx (WS_EX_APPWINDOW,
MAKEINTATOM (dummy->wc_atom),
"",
WS_OVERLAPPEDWINDOW | WS_CLIPCHILDREN | WS_CLIPSIBLINGS,
0,
0,
0,
0,
NULL,
NULL,
GetModuleHandle (NULL),
NULL);
}
static gint
gdk_init_dummy_context (GdkWGLDummy *dummy,
const gboolean need_alpha_bits);
#define PIXEL_ATTRIBUTES 19
static gint
get_wgl_pfd (HDC hdc,
const gboolean need_alpha_bits,
PIXELFORMATDESCRIPTOR *pfd,
GdkWin32Display *display)
{
gint best_pf = 0;
pfd->nSize = sizeof (PIXELFORMATDESCRIPTOR);
if (display != NULL && display->hasWglARBPixelFormat)
{
GdkWGLDummy dummy;
UINT num_formats;
gint colorbits = GetDeviceCaps (hdc, BITSPIXEL);
guint extra_fields = 1;
gint i = 0;
int pixelAttribs[PIXEL_ATTRIBUTES];
int alpha_idx = 0;
/* Save up the HDC and HGLRC that we are currently using, to restore back to it when we are done here */
HDC hdc_current = wglGetCurrentDC ();
HGLRC hglrc_current = wglGetCurrentContext ();
if (display->hasWglARBmultisample)
{
/* 2 pairs of values needed for multisampling/AA support */
extra_fields += 2 * 2;
}
/* Update PIXEL_ATTRIBUTES above if any groups are added here! */
/* one group contains a value pair for both pixelAttribs and pixelAttribsNoAlpha */
pixelAttribs[i] = WGL_DRAW_TO_WINDOW_ARB;
pixelAttribs[i++] = GL_TRUE;
pixelAttribs[i++] = WGL_SUPPORT_OPENGL_ARB;
pixelAttribs[i++] = GL_TRUE;
pixelAttribs[i++] = WGL_DOUBLE_BUFFER_ARB;
pixelAttribs[i++] = GL_TRUE;
pixelAttribs[i++] = WGL_ACCELERATION_ARB;
pixelAttribs[i++] = WGL_FULL_ACCELERATION_ARB;
pixelAttribs[i++] = WGL_PIXEL_TYPE_ARB;
pixelAttribs[i++] = WGL_TYPE_RGBA_ARB;
pixelAttribs[i++] = WGL_COLOR_BITS_ARB;
pixelAttribs[i++] = colorbits;
/* end of "Update PIXEL_ATTRIBUTES above if any groups are added here!" */
if (display->hasWglARBmultisample)
{
pixelAttribs[i++] = WGL_SAMPLE_BUFFERS_ARB;
pixelAttribs[i++] = 1;
pixelAttribs[i++] = WGL_SAMPLES_ARB;
pixelAttribs[i++] = 8;
}
pixelAttribs[i++] = WGL_ALPHA_BITS_ARB;
/* track the spot where the alpha bits are, so that we can clear it if needed */
alpha_idx = i;
pixelAttribs[i++] = 8;
pixelAttribs[i++] = 0; /* end of pixelAttribs */
memset (&dummy, 0, sizeof (GdkWGLDummy));
/* acquire and cache dummy Window (HWND & HDC) and
* dummy GL Context, we need it for wglChoosePixelFormatARB()
*/
best_pf = gdk_init_dummy_context (&dummy, need_alpha_bits);
if (best_pf == 0 || !wglMakeCurrent (dummy.hdc, dummy.hglrc))
{
wglMakeCurrent (hdc_current, hglrc_current);
return 0;
}
wglChoosePixelFormatARB (hdc,
pixelAttribs,
NULL,
1,
&best_pf,
&num_formats);
if (best_pf == 0)
{
if (!need_alpha_bits)
{
pixelAttribs[alpha_idx] = 0;
pixelAttribs[alpha_idx + 1] = 0;
/* give another chance if need_alpha_bits is FALSE,
* meaning we prefer to have an alpha channel anyways
*/
wglChoosePixelFormatARB (hdc,
pixelAttribs,
NULL,
1,
&best_pf,
&num_formats);
}
}
/* Go back to the HDC that we were using, since we are done with the dummy HDC and GL Context */
wglMakeCurrent (hdc_current, hglrc_current);
destroy_dummy_gl_context (dummy);
}
else
{
pfd->nVersion = 1;
pfd->dwFlags = PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW | PFD_DOUBLEBUFFER;
pfd->iPixelType = PFD_TYPE_RGBA;
pfd->cColorBits = GetDeviceCaps (hdc, BITSPIXEL);
pfd->cAlphaBits = 8;
pfd->dwLayerMask = PFD_MAIN_PLANE;
best_pf = ChoosePixelFormat (hdc, pfd);
if (best_pf == 0)
/* give another chance if need_alpha_bits is FALSE,
* meaning we prefer to have an alpha channel anyways
*/
if (!need_alpha_bits)
{
pfd->cAlphaBits = 0;
best_pf = ChoosePixelFormat (hdc, pfd);
}
}
return best_pf;
}
/* in WGL, for many OpenGL items, we need a dummy WGL context, so create
* one and cache it for later use
*/
static gint
gdk_init_dummy_context (GdkWGLDummy *dummy,
const gboolean need_alpha_bits)
{
PIXELFORMATDESCRIPTOR pfd;
gboolean set_pixel_format_result = FALSE;
gint best_idx = 0;
get_dummy_window_hwnd (dummy);
dummy->hdc = GetDC (dummy->hwnd);
memset (&pfd, 0, sizeof (PIXELFORMATDESCRIPTOR));
best_idx = get_wgl_pfd (dummy->hdc, need_alpha_bits, &pfd, NULL);
if (best_idx != 0)
set_pixel_format_result = SetPixelFormat (dummy->hdc,
best_idx,
&pfd);
if (best_idx == 0 || !set_pixel_format_result)
return 0;
dummy->hglrc = wglCreateContext (dummy->hdc);
if (dummy->hglrc == NULL)
return 0;
dummy->inited = TRUE;
return best_idx;
}
static void
gdk_win32_gl_context_dispose_wgl (GObject *gobject)
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
{
GdkGLContext *context = GDK_GL_CONTEXT (gobject);
GdkWin32GLContextWGL *context_wgl = GDK_WIN32_GL_CONTEXT_WGL (context);
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
if (context_wgl->wgl_context != NULL)
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
{
GdkWindow *window = gdk_gl_context_get_window (context);
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
if (wglGetCurrentContext () == context_wgl->wgl_context)
wglMakeCurrent (NULL, NULL);
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
GDK_NOTE (OPENGL, g_print ("Destroying WGL context\n"));
wglDeleteContext (context_wgl->wgl_context);
context_wgl->wgl_context = NULL;
gdk_win32_gl_context_cleanup (context);
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
}
G_OBJECT_CLASS (gdk_win32_gl_context_parent_class)->dispose (gobject);
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
}
static void
gdk_win32_gl_context_end_frame_wgl (GdkGLContext *context,
cairo_region_t *painted,
cairo_region_t *damage)
{
GdkWin32Display *display_win32 = (GDK_WIN32_DISPLAY (gdk_gl_context_get_display (context)));
GdkWin32GLContext *context_win32 = GDK_WIN32_GL_CONTEXT (context);
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
gdk_gl_context_make_current (context);
if (context_win32->do_frame_sync)
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
{
glFinish ();
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
if (display_win32->hasWglOMLSyncControl)
{
gint64 ust, msc, sbc;
wglGetSyncValuesOML (context_win32->gl_hdc, &ust, &msc, &sbc);
wglWaitForMscOML (context_win32->gl_hdc,
0,
2,
(msc + 1) % 2,
&ust, &msc, &sbc);
}
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
}
if (context_win32->do_blit_swap)
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
{
GdkWindow *window = gdk_gl_context_get_window (context);
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
glDrawBuffer(GL_FRONT);
glReadBuffer(GL_BACK);
gdk_gl_blit_region (window, painted, display_win32->needIntelGLWorkaround);
glDrawBuffer(GL_BACK);
glFlush();
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
if (gdk_gl_context_has_frame_terminator (context))
glFrameTerminatorGREMEDY ();
}
else
SwapBuffers (context_win32->gl_hdc);
}
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
/*
* We need to check whether the OpenGL driver is capable of delvering
* what we need to use in GdkGLContext. This function in the future
* will also check for blacklisted drivers, if needed. If things fail
* here, we can try falling back to OpenGL/ES (libANGLE) if that is enabled.
*/
static gboolean
gdk_win32_gl_context_wgl_check_capabilities (GdkWin32Display *display_win32,
GdkWGLDummy dummy)
{
if (!wglMakeCurrent (dummy.hdc, dummy.hglrc))
return FALSE;
display_win32->gl_version = epoxy_gl_version ();
/* We must have OpenGL/WGL 2.0 or later, or have the GL_ARB_shader_objects extension */
if (display_win32->gl_version < 20 && !epoxy_has_gl_extension ("GL_ARB_shader_objects"))
return FALSE;
return TRUE;
}
static void
gdk_win32_display_init_wgl (GdkWin32Display *display_win32,
const gboolean need_alpha_bits)
{
/* acquire and cache dummy Window (HWND & HDC) and
* dummy GL Context, it is used to query functions
* and used for other stuff as well
*/
GdkWGLDummy dummy;
gint best_idx = 0;
gboolean proceed = TRUE;
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
memset (&dummy, 0, sizeof (GdkWGLDummy));
best_idx = gdk_init_dummy_context (&dummy, need_alpha_bits);
if (best_idx != 0)
proceed = gdk_win32_gl_context_wgl_check_capabilities (display_win32, dummy);
if (best_idx != 0 && proceed)
{
display_win32->hasWglARBCreateContext =
epoxy_has_wgl_extension (dummy.hdc, "WGL_ARB_create_context");
display_win32->hasWglEXTSwapControl =
epoxy_has_wgl_extension (dummy.hdc, "WGL_EXT_swap_control");
display_win32->hasWglOMLSyncControl =
epoxy_has_wgl_extension (dummy.hdc, "WGL_OML_sync_control");
display_win32->hasWglARBPixelFormat =
epoxy_has_wgl_extension (dummy.hdc, "WGL_ARB_pixel_format");
display_win32->hasWglARBmultisample =
epoxy_has_wgl_extension (dummy.hdc, "WGL_ARB_multisample");
display_win32->needIntelGLWorkaround =
(g_ascii_strcasecmp (glGetString (GL_VENDOR), "intel") == 0);
GDK_NOTE (OPENGL,
g_print ("WGL API version %d.%d found\n"
" - Vendor: %s\n"
" - Intel OpenGL workaround: %s\n"
" - Checked extensions:\n"
"\t* WGL_ARB_pixel_format: %s\n"
"\t* WGL_ARB_create_context: %s\n"
"\t* WGL_EXT_swap_control: %s\n"
"\t* WGL_OML_sync_control: %s\n"
"\t* WGL_ARB_multisample: %s\n",
display_win32->gl_version / 10,
display_win32->gl_version % 10,
glGetString (GL_VENDOR),
display_win32->needIntelGLWorkaround ? "yes" : "no",
display_win32->hasWglARBPixelFormat ? "yes" : "no",
display_win32->hasWglARBCreateContext ? "yes" : "no",
display_win32->hasWglEXTSwapControl ? "yes" : "no",
display_win32->hasWglOMLSyncControl ? "yes" : "no",
display_win32->hasWglARBmultisample ? "yes" : "no"));
display_win32->gl_type = GDK_WIN32_GL_WGL;
}
else
display_win32->gl_type = GDK_WIN32_GL_NONE;
/* clean up things if we indeed created our dummy WGL context */
if (best_idx != 0)
{
wglMakeCurrent (NULL, NULL);
destroy_dummy_gl_context (dummy);
}
}
/* Setup the legacy WGL context after creating it */
static gboolean
ensure_legacy_wgl_context (HDC hdc,
HGLRC hglrc_legacy,
GdkGLContext *share)
{
if (!wglMakeCurrent (hdc, hglrc_legacy))
return FALSE;
if (share != NULL)
{
GdkWin32GLContextWGL *context_wgl = GDK_WIN32_GL_CONTEXT_WGL (share);
return wglShareLists (hglrc_legacy, context_wgl->wgl_context);
}
return TRUE;
}
static HGLRC
create_wgl_context_with_attribs (HDC hdc,
HGLRC hglrc_base,
GdkGLContext *share,
int flags,
int major,
int minor,
gboolean *is_legacy)
{
HGLRC hglrc;
GdkWin32GLContextWGL *context_wgl;
/* if we have wglCreateContextAttribsARB(), create a
* context with the compatibility profile if a legacy
* context is requested, or when we go into fallback mode
*/
int profile = *is_legacy ? WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB :
WGL_CONTEXT_CORE_PROFILE_BIT_ARB;
int attribs[] = {
WGL_CONTEXT_PROFILE_MASK_ARB, profile,
WGL_CONTEXT_MAJOR_VERSION_ARB, *is_legacy ? 3 : major,
WGL_CONTEXT_MINOR_VERSION_ARB, *is_legacy ? 0 : minor,
WGL_CONTEXT_FLAGS_ARB, flags,
0
};
if (share != NULL)
context_wgl= GDK_WIN32_GL_CONTEXT_WGL (share);
hglrc = wglCreateContextAttribsARB (hdc,
share != NULL ? context_wgl->wgl_context : NULL,
attribs);
return hglrc;
}
static HGLRC
create_wgl_context (HDC hdc,
GdkGLContext *share,
int flags,
int major,
int minor,
gboolean *is_legacy,
gboolean hasWglARBCreateContext)
{
/* We need a legacy WGL context for *all* cases */
HGLRC hglrc_base = wglCreateContext (hdc);
gboolean success = TRUE;
/* Save up the HDC and HGLRC that we are currently using, to restore back to it when we are done here */
HDC hdc_current = wglGetCurrentDC ();
HGLRC hglrc_current = wglGetCurrentContext ();
/* if we have no wglCreateContextAttribsARB(), return the legacy context when all is set */
if (*is_legacy && !hasWglARBCreateContext)
{
if (ensure_legacy_wgl_context (hdc, hglrc_base, share))
{
wglMakeCurrent (hdc_current, hglrc_current);
return hglrc_base;
}
success = FALSE;
goto gl_fail;
}
else
{
HGLRC hglrc;
if (!wglMakeCurrent (hdc, hglrc_base))
{
success = FALSE;
goto gl_fail;
}
hglrc = create_wgl_context_with_attribs (hdc,
hglrc_base,
share,
flags,
major,
minor,
is_legacy);
/* return the legacy context we have if it could be setup properly, in case the 3.0+ context creation failed */
if (hglrc == NULL)
{
if (!(*is_legacy))
{
/* If we aren't using a legacy context in the beginning, try again with a compatibility profile 3.0 context */
hglrc = create_wgl_context_with_attribs (hdc,
hglrc_base,
share,
flags,
0, 0,
is_legacy);
*is_legacy = TRUE;
}
if (hglrc == NULL)
{
if (!ensure_legacy_wgl_context (hdc, hglrc_base, share))
success = FALSE;
}
if (success)
GDK_NOTE (OPENGL, g_print ("Using legacy context as fallback\n"));
}
gl_fail:
if (!success)
{
wglMakeCurrent (NULL, NULL);
wglDeleteContext (hglrc_base);
return NULL;
}
wglMakeCurrent (hdc_current, hglrc_current);
if (hglrc != NULL)
{
wglDeleteContext (hglrc_base);
return hglrc;
}
return hglrc_base;
}
}
static gboolean
set_pixformat_for_hdc (HDC hdc,
gint *best_idx,
const gboolean need_alpha_bits,
GdkWin32Display *display)
{
gboolean already_checked = TRUE;
*best_idx = GetPixelFormat (hdc);
/* one is only allowed to call SetPixelFormat(), and so ChoosePixelFormat()
* one single time per window HDC
*/
if (*best_idx == 0)
{
PIXELFORMATDESCRIPTOR pfd;
gboolean set_pixel_format_result = FALSE;
GDK_NOTE (OPENGL, g_print ("requesting pixel format...\n"));
already_checked = FALSE;
*best_idx = get_wgl_pfd (hdc, need_alpha_bits, &pfd, display);
if (*best_idx != 0)
set_pixel_format_result = SetPixelFormat (hdc, *best_idx, &pfd);
/* ChoosePixelFormat() or SetPixelFormat() failed, bail out */
if (*best_idx == 0 || !set_pixel_format_result)
return FALSE;
}
GDK_NOTE (OPENGL, g_print ("%s""requested and set pixel format: %d\n", already_checked ? "already " : "", *best_idx));
return TRUE;
}
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
static gboolean
gdk_win32_gl_context_realize_wgl (GdkGLContext *context,
GError **error)
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
{
GdkGLContext *share = gdk_gl_context_get_shared_context (context);
GdkWin32GLContext *context_win32 = GDK_WIN32_GL_CONTEXT (context);
GdkWindow *window = gdk_gl_context_get_window (context);
GdkWindowImplWin32 *impl = GDK_WINDOW_IMPL_WIN32 (window->impl);
GdkWin32Display *display_win32 = GDK_WIN32_DISPLAY (gdk_window_get_display (window));
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
/* These are the real WGL context items that we will want to use later */
gboolean debug_bit, compat_bit;
gboolean legacy_bit = FALSE;
HGLRC hglrc;
gint pixel_format;
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
/* request flags and specific versions for core (3.2+) WGL context */
gint flags = 0;
gint major = 0;
gint minor = 0;
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
/*
* A legacy context cannot be shared with core profile ones, this means we
* must stick to a legacy context if the shared context is a legacy context. We
* also use a legacy context if we use GDK_GL=legacy or if we do not have
* the WGL_ARB_create_context extension
*/
if ((_gdk_gl_flags & GDK_GL_LEGACY) != 0 ||
!display_win32->hasWglARBCreateContext ||
share != NULL && gdk_gl_context_is_legacy (share))
legacy_bit = TRUE;
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
/* say early enough that we are not using GLES, so that we acquire the correct versions */
gdk_gl_context_set_use_es (context, FALSE);
gdk_gl_context_get_required_version (context, &major, &minor);
debug_bit = gdk_gl_context_get_debug_enabled (context);
compat_bit = gdk_gl_context_get_forward_compatible (context);
if (!set_pixformat_for_hdc (context_win32->gl_hdc,
&pixel_format,
context_win32->need_alpha_bits,
display_win32))
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
{
g_set_error_literal (error, GDK_GL_ERROR,
GDK_GL_ERROR_UNSUPPORTED_FORMAT,
_("No available configurations for the given pixel format"));
return FALSE;
}
if (debug_bit)
flags |= WGL_CONTEXT_DEBUG_BIT_ARB;
if (compat_bit)
flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
GDK_NOTE (OPENGL,
g_print ("Creating %s WGL context (version:%d.%d, debug:%s, forward:%s, legacy: %s)\n",
compat_bit ? "core" : "compat",
major,
minor,
debug_bit ? "yes" : "no",
compat_bit ? "yes" : "no",
legacy_bit ? "yes" : "no"));
hglrc = create_wgl_context (context_win32->gl_hdc,
share,
flags,
major,
minor,
&legacy_bit,
display_win32->hasWglARBCreateContext);
if (hglrc == NULL)
{
g_set_error_literal (error, GDK_GL_ERROR,
GDK_GL_ERROR_NOT_AVAILABLE,
_("Unable to create a GL context"));
return FALSE;
}
GDK_NOTE (OPENGL,
g_print ("Created WGL context[%p], pixel_format=%d\n",
hglrc,
pixel_format));
GDK_WIN32_GL_CONTEXT_WGL (context)->wgl_context = hglrc;
/* OpenGL does not work with WS_EX_LAYERED enabled, so we need to
* disable WS_EX_LAYERED when we acquire a valid HGLRC
*/
impl->suppress_layered++;
/* if this is the first time a GL context is acquired for the window,
* disable layered windows by triggering update_style_bits()
*/
if (impl->suppress_layered == 1)
_gdk_win32_window_update_style_bits (window);
/* Ensure that any other context is created with a legacy bit set */
gdk_gl_context_set_is_legacy (context, legacy_bit);
return TRUE;
}
static gboolean
gdk_win32_display_make_wgl_context_current (GdkDisplay *display,
GdkGLContext *context)
{
GdkWin32GLContext *context_win32;
GdkWin32Display *display_win32 = GDK_WIN32_DISPLAY (display);
GdkWindow *window;
if (context == NULL)
{
wglMakeCurrent(NULL, NULL);
return TRUE;
}
context_win32 = GDK_WIN32_GL_CONTEXT (context);
window = gdk_gl_context_get_window (context);
if (!wglMakeCurrent (context_win32->gl_hdc,
GDK_WIN32_GL_CONTEXT_WGL (context)->wgl_context))
{
GDK_NOTE (OPENGL, g_print ("Making WGL context current failed\n"));
return FALSE;
}
if (context_win32->is_attached)
{
if (display_win32->hasWglEXTSwapControl)
{
/* If there is compositing there is no particular need to delay
* the swap when drawing on the offscreen, rendering to the screen
* happens later anyway, and its up to the compositor to sync that
* to the vblank. */
gboolean do_frame_sync = !gdk_screen_is_composited (gdk_window_get_screen (window));
if (do_frame_sync != context_win32->do_frame_sync)
{
context_win32->do_frame_sync = do_frame_sync;
if (do_frame_sync)
wglSwapIntervalEXT (1);
else
wglSwapIntervalEXT (0);
}
}
}
return TRUE;
}
static void
gdk_win32_gl_context_wgl_class_init (GdkWin32GLContextWGLClass *klass)
{
GdkGLContextClass *context_class = GDK_GL_CONTEXT_CLASS (klass);
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
context_class->end_frame = gdk_win32_gl_context_end_frame_wgl;
context_class->realize = gdk_win32_gl_context_realize_wgl;
gobject_class->dispose = gdk_win32_gl_context_dispose_wgl;
}
static void
gdk_win32_gl_context_wgl_init (GdkWin32GLContextWGL *wgl_context)
{
}
/* End section on WGL support */
/* Section on EGL/libANGLE support */
#ifdef GDK_WIN32_ENABLE_EGL
#ifndef EGL_PLATFORM_ANGLE_ANGLE
#define EGL_PLATFORM_ANGLE_ANGLE 0x3202
#endif
#ifndef EGL_PLATFORM_ANGLE_TYPE_ANGLE
#define EGL_PLATFORM_ANGLE_TYPE_ANGLE 0x3203
#endif
#ifndef EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE
#define EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE 0x3208
#endif
struct _GdkWin32GLContextEGL
{
GdkWin32GLContext parent_instance;
EGLContext egl_context;
};
#define GDK_TYPE_WIN32_GL_CONTEXT_EGL (gdk_win32_gl_context_egl_get_type())
#define GDK_WIN32_GL_CONTEXT_EGL(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), GDK_TYPE_WIN32_GL_CONTEXT_EGL, GdkWin32GLContextEGL))
#define GDK_IS_WIN32_GL_CONTEXT_EGL(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), GDK_TYPE_WIN32_GL_CONTEXT_EGL))
typedef struct _GdkWin32GLContextClass GdkWin32GLContextEGLClass;
typedef struct _GdkWin32GLContextEGL GdkWin32GLContextEGL;
G_DEFINE_TYPE (GdkWin32GLContextEGL, gdk_win32_gl_context_egl, GDK_TYPE_WIN32_GL_CONTEXT)
static EGLDisplay
gdk_win32_get_egl_display (GdkWin32Display *display)
{
EGLDisplay disp;
gboolean success = FALSE;
if (epoxy_has_egl_extension (NULL, "EGL_EXT_platform_base"))
{
PFNEGLGETPLATFORMDISPLAYEXTPROC getPlatformDisplay = (void *) eglGetProcAddress ("eglGetPlatformDisplayEXT");
if (getPlatformDisplay)
{
EGLint disp_attr[] = {EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, EGL_NONE};
disp = getPlatformDisplay (EGL_PLATFORM_ANGLE_ANGLE, display->hdc_egl_temp, disp_attr);
if (disp != EGL_NO_DISPLAY)
return disp;
}
}
return eglGetDisplay (display->hdc_egl_temp);
}
static void
gdk_win32_gl_context_dispose_egl (GObject *gobject)
{
GdkGLContext *context = GDK_GL_CONTEXT (gobject);
GdkWin32GLContextEGL *context_egl = GDK_WIN32_GL_CONTEXT_EGL (context);
if (context_egl->egl_context != EGL_NO_CONTEXT)
{
GdkWin32Display *display_win32 = GDK_WIN32_DISPLAY (gdk_gl_context_get_display (context));
if (eglGetCurrentContext () == context_egl->egl_context)
eglMakeCurrent(display_win32->egl_disp, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
GDK_NOTE (OPENGL, g_message ("Destroying EGL (ANGLE) context"));
eglDestroyContext (display_win32->egl_disp, context_egl->egl_context);
context_egl->egl_context = EGL_NO_CONTEXT;
gdk_win32_gl_context_cleanup (context);
}
G_OBJECT_CLASS (gdk_win32_gl_context_parent_class)->dispose (gobject);
}
static gboolean
get_is_egl_force_redraw (GdkWindow *window)
{
/* We only need to call gdk_window_invalidate_rect () if necessary */
if (window->gl_paint_context != NULL && gdk_gl_context_get_use_es (window->gl_paint_context))
{
GdkWindowImplWin32 *impl = GDK_WINDOW_IMPL_WIN32 (window->impl);
return impl->egl_force_redraw_all;
}
return FALSE;
}
static void
reset_egl_force_redraw (GdkWindow *window)
{
if (window->gl_paint_context != NULL && gdk_gl_context_get_use_es (window->gl_paint_context))
{
GdkWindowImplWin32 *impl = GDK_WINDOW_IMPL_WIN32 (window->impl);
if (impl->egl_force_redraw_all)
impl->egl_force_redraw_all = FALSE;
}
}
static void
gdk_win32_gl_context_end_frame_egl (GdkGLContext *context,
cairo_region_t *painted,
cairo_region_t *damage)
{
GdkWindow *window = gdk_gl_context_get_window (context);
GdkWin32Display *display_win32 = (GDK_WIN32_DISPLAY (gdk_gl_context_get_display (context)));
GdkWin32GLContext *context_win32 = GDK_WIN32_GL_CONTEXT (context);
EGLSurface egl_surface = _gdk_win32_window_get_egl_surface (window, display_win32->egl_config, FALSE);
gboolean force_egl_redraw_all = get_is_egl_force_redraw (window);
gdk_gl_context_make_current (context);
if (context_win32->do_blit_swap && !force_egl_redraw_all)
gdk_gl_blit_region (window, painted, FALSE);
else if (force_egl_redraw_all)
{
GdkRectangle rect = {0, 0, gdk_window_get_width (window), gdk_window_get_height (window)};
/* We need to do gdk_window_invalidate_rect() so that we don't get glitches after maximizing or
* restoring or using aerosnap
*/
gdk_window_invalidate_rect (window, &rect, TRUE);
reset_egl_force_redraw (window);
}
eglSwapBuffers (display_win32->egl_disp, egl_surface);
}
static void
gdk_win32_display_init_egl (GdkWin32Display *display_win32)
{
EGLDisplay egl_disp;
if (display_win32->gl_type == GDK_WIN32_GL_NONE)
GDK_NOTE (OPENGL, g_message ("Falling back to GLES..."));
egl_disp = gdk_win32_get_egl_display (display_win32);
if (egl_disp == EGL_NO_DISPLAY ||
!eglInitialize (egl_disp, NULL, NULL))
{
if (egl_disp != EGL_NO_DISPLAY)
{
eglTerminate (egl_disp);
egl_disp = EGL_NO_DISPLAY;
}
display_win32->gl_type = GDK_WIN32_GL_NONE;
return;
}
display_win32->egl_disp = egl_disp;
display_win32->gl_version = epoxy_egl_version (egl_disp);
eglBindAPI(EGL_OPENGL_ES_API);
display_win32->hasEglSurfacelessContext =
epoxy_has_egl_extension (egl_disp, "EGL_KHR_surfaceless_context");
GDK_NOTE (OPENGL,
g_print ("EGL API version %d.%d found\n"
" - Vendor: %s\n"
" - Checked extensions:\n"
"\t* EGL_KHR_surfaceless_context: %s\n",
display_win32->gl_version / 10,
display_win32->gl_version % 10,
eglQueryString (display_win32->egl_disp, EGL_VENDOR),
display_win32->hasEglSurfacelessContext ? "yes" : "no"));
display_win32->gl_type = GDK_WIN32_GL_EGL;
}
#define MAX_EGL_ATTRS 30
static gboolean
find_eglconfig_for_window (GdkWin32Display *display_win32,
gboolean need_alpha_bits,
GError **error)
{
EGLint attrs[MAX_EGL_ATTRS];
EGLint count;
EGLConfig *configs, chosen_config;
int i = 0;
EGLDisplay egl_disp;
if (display_win32->egl_min_swap_interval != 0 &&
display_win32->egl_config != NULL)
return TRUE;
egl_disp = display_win32->egl_disp;
attrs[i++] = EGL_CONFORMANT;
attrs[i++] = EGL_OPENGL_ES2_BIT;
attrs[i++] = EGL_SURFACE_TYPE;
attrs[i++] = EGL_WINDOW_BIT;
attrs[i++] = EGL_COLOR_BUFFER_TYPE;
attrs[i++] = EGL_RGB_BUFFER;
attrs[i++] = EGL_RED_SIZE;
attrs[i++] = 1;
attrs[i++] = EGL_GREEN_SIZE;
attrs[i++] = 1;
attrs[i++] = EGL_BLUE_SIZE;
attrs[i++] = 1;
if (need_alpha_bits)
{
attrs[i++] = EGL_ALPHA_SIZE;
attrs[i++] = 1;
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
}
else
{
attrs[i++] = EGL_ALPHA_SIZE;
attrs[i++] = EGL_DONT_CARE;
}
attrs[i++] = EGL_NONE;
g_assert (i < MAX_EGL_ATTRS);
if (!eglChooseConfig (display_win32->egl_disp, attrs, NULL, 0, &count) || count < 1)
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
{
g_set_error_literal (error, GDK_GL_ERROR,
GDK_GL_ERROR_UNSUPPORTED_FORMAT,
_("No available configurations for the given pixel format"));
return FALSE;
}
configs = g_new (EGLConfig, count);
if (!eglChooseConfig (display_win32->egl_disp, attrs, configs, count, &count) || count < 1)
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
{
g_set_error_literal (error, GDK_GL_ERROR,
GDK_GL_ERROR_UNSUPPORTED_FORMAT,
_("No available configurations for the given pixel format"));
return FALSE;
}
/* Pick first valid configuration i guess? */
chosen_config = configs[0];
if (!eglGetConfigAttrib (display_win32->egl_disp, chosen_config,
EGL_MIN_SWAP_INTERVAL, &display_win32->egl_min_swap_interval))
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
{
g_set_error_literal (error, GDK_GL_ERROR,
GDK_GL_ERROR_NOT_AVAILABLE,
"Could not retrieve the minimum swap interval");
g_free (configs);
return FALSE;
}
display_win32->egl_config = chosen_config;
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
g_free (configs);
return TRUE;
}
#define N_EGL_ATTRS 16
static EGLContext
create_egl_context (EGLDisplay display,
EGLConfig config,
GdkGLContext *share,
int flags,
int major,
int minor)
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
{
EGLContext ctx;
EGLint context_attribs[N_EGL_ATTRS];
int i = 0;
/*
* ANGLE does not support the GL_OES_vertex_array_object extension, so we need to use ES3 directly
* if we do not request for ES3 or later
*/
if (major < 3)
{
context_attribs[i++] = EGL_CONTEXT_CLIENT_VERSION;
context_attribs[i++] = 3;
}
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
/* Specify the flags */
context_attribs[i++] = EGL_CONTEXT_FLAGS_KHR;
context_attribs[i++] = flags;
context_attribs[i++] = EGL_NONE;
g_assert (i < N_EGL_ATTRS);
ctx = eglCreateContext (display,
config,
share != NULL ? GDK_WIN32_GL_CONTEXT_EGL (share)->egl_context
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
: EGL_NO_CONTEXT,
context_attribs);
return ctx;
}
static gboolean
gdk_win32_gl_context_realize_egl (GdkGLContext *context,
GError **error)
{
GdkGLContext *share = gdk_gl_context_get_shared_context (context);
GdkWin32GLContext *context_win32 = GDK_WIN32_GL_CONTEXT (context);
GdkWindow *window = gdk_gl_context_get_window (context);
GdkWindowImplWin32 *impl = GDK_WINDOW_IMPL_WIN32 (window->impl);
GdkWin32Display *display_win32 = GDK_WIN32_DISPLAY (gdk_window_get_display (window));
/* These are the real EGL context items that we will want to use later */
EGLContext ctx;
gboolean debug_bit, compat_bit;
gboolean legacy_bit = FALSE;
/* request flags and specific versions for EGL context */
gint flags = 0;
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
gint major = 0;
gint minor = 0;
/* we are using GLES, so set early so that we get the correct GLES versions to request */
gdk_gl_context_set_use_es (context, TRUE);
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
gdk_gl_context_get_required_version (context, &major, &minor);
debug_bit = gdk_gl_context_get_debug_enabled (context);
compat_bit = gdk_gl_context_get_forward_compatible (context);
if (debug_bit)
flags |= EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR;
if (compat_bit)
flags |= EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE_BIT_KHR;
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
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GDK_NOTE (OPENGL, g_message ("Creating EGL context version %d.%d (debug:%s, forward:%s, legacy:%s)",
major, minor,
debug_bit ? "yes" : "no",
compat_bit ? "yes" : "no"));
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
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ctx = create_egl_context (display_win32->egl_disp,
display_win32->egl_config,
share,
flags,
major,
minor);
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
if (ctx == EGL_NO_CONTEXT)
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
{
g_set_error_literal (error, GDK_GL_ERROR,
GDK_GL_ERROR_NOT_AVAILABLE,
_("Unable to create a GL context"));
return FALSE;
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
}
GDK_NOTE (OPENGL,
g_print ("Created EGL context[%p]\n",
ctx));
GDK_WIN32_GL_CONTEXT_EGL (context)->egl_context = ctx;
/* OpenGL does not work with WS_EX_LAYERED enabled, so we need to
* disable WS_EX_LAYERED when we acquire a valid HGLRC
*/
impl->suppress_layered++;
/* if this is the first time a GL context is acquired for the window,
* disable layered windows by triggering update_style_bits()
*/
if (impl->suppress_layered == 1)
_gdk_win32_window_update_style_bits (window);
/* Ensure that any other context is created with a legacy bit set */
gdk_gl_context_set_is_legacy (context, legacy_bit);
return TRUE;
}
void
gdk_win32_window_invalidate_egl_framebuffer (GdkWindow *window)
{
/* If we are using ANGLE, we need to force redraw of the whole Window and its child windows
* as we need to re-acquire the EGL surfaces that we rendered to upload to Cairo explicitly,
* using gdk_window_invalidate_rect (), when we maximize or restore or use aerosnap
*/
if (window->gl_paint_context != NULL && gdk_gl_context_get_use_es (window->gl_paint_context))
{
GdkWindowImplWin32 *impl = GDK_WINDOW_IMPL_WIN32 (window->impl);
impl->egl_force_redraw_all = TRUE;
}
}
static gboolean
gdk_win32_display_make_egl_context_current (GdkDisplay *display,
GdkGLContext *context)
{
GdkWin32GLContext *context_win32;
GdkWin32Display *display_win32 = GDK_WIN32_DISPLAY (display);
GdkWindow *window;
EGLSurface egl_surface;
if (context == NULL)
{
eglMakeCurrent (display_win32->egl_disp, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
return TRUE;
}
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
context_win32 = GDK_WIN32_GL_CONTEXT (context);
window = gdk_gl_context_get_window (context);
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
if (context_win32->is_attached || !display_win32->hasEglSurfacelessContext)
egl_surface = _gdk_win32_window_get_egl_surface (window,
display_win32->egl_config,
!context_win32->is_attached);
else
egl_surface = EGL_NO_SURFACE;
if (!eglMakeCurrent (display_win32->egl_disp,
egl_surface,
egl_surface,
GDK_WIN32_GL_CONTEXT_EGL (context)->egl_context))
{
g_warning ("eglMakeCurrent failed");
return FALSE;
}
if (display_win32->egl_min_swap_interval == 0)
eglSwapInterval (display_win32->egl_disp, 0);
else
g_debug ("Can't disable GL swap interval");
return TRUE;
}
static void
gdk_win32_gl_context_egl_class_init (GdkWin32GLContextEGLClass *klass)
{
GdkGLContextClass *context_class = GDK_GL_CONTEXT_CLASS (klass);
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
context_class->end_frame = gdk_win32_gl_context_end_frame_egl;
context_class->realize = gdk_win32_gl_context_realize_egl;
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
gobject_class->dispose = gdk_win32_gl_context_dispose_egl;
}
static void
gdk_win32_gl_context_egl_init (GdkWin32GLContextEGL *egl_context)
{
}
#else /* GDK_WIN32_ENABLE_EGL */
/* define EGL stuff as no-op macros or functions if it is not enabled */
static void
gdk_win32_display_init_egl (GdkWin32Display *display_win32)
{
GDK_NOTE (OPENGL, g_message ("Cannot %s GLES contexts: no GLES support",
display_win32->gl_type == GDK_WIN32_GL_PENDING ?
"create" : "fallback to"));
display_win32->gl_type = GDK_WIN32_GL_NONE;
}
#define gdk_win32_display_make_egl_context_current(disp,ctx) FALSE
void
gdk_win32_window_invalidate_egl_framebuffer (GdkWindow *window)
{
}
static gboolean
find_eglconfig_for_window (GdkWin32Display *display_win32,
gboolean need_alpha_bits,
GError **error)
{
return FALSE;
}
#endif /* !GDK_WIN32_ENABLE_EGL */
static void
gdk_win32_gl_context_class_init (GdkWin32GLContextClass *klass)
{
GdkGLContextClass *context_class = GDK_GL_CONTEXT_CLASS (klass);
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
}
static void
gdk_win32_gl_context_init (GdkWin32GLContext *self)
{
}
void
gdk_win32_window_invalidate_for_new_frame (GdkWindow *window,
cairo_region_t *update_area)
{
cairo_rectangle_int_t window_rect;
gboolean invalidate_all = FALSE;
GdkWin32GLContext *context_win32;
cairo_rectangle_int_t whole_window = { 0, 0, gdk_window_get_width (window), gdk_window_get_height (window) };
/* Minimal update is ok if we're not drawing with gl */
if (window->gl_paint_context == NULL)
return;
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
context_win32 = GDK_WIN32_GL_CONTEXT (window->gl_paint_context);
context_win32->do_blit_swap = FALSE;
if (gdk_gl_context_has_framebuffer_blit (window->gl_paint_context) &&
cairo_region_contains_rectangle (update_area, &whole_window) != CAIRO_REGION_OVERLAP_IN)
{
context_win32->do_blit_swap = TRUE;
}
else
invalidate_all = TRUE;
if (invalidate_all)
{
window_rect.x = 0;
window_rect.y = 0;
window_rect.width = gdk_window_get_width (window);
window_rect.height = gdk_window_get_height (window);
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
/* If nothing else is known, repaint everything so that the back
buffer is fully up-to-date for the swapbuffer */
cairo_region_union_rectangle (update_area, &window_rect);
}
}
static void
gdk_win32_display_init_gl (GdkDisplay *display,
GdkGLContext *share,
const gboolean need_alpha_bits)
{
GdkWin32Display *display_win32 = GDK_WIN32_DISPLAY (display);
gint best_idx = 0;
gboolean disable_wgl = FALSE;
if (display_win32->gl_type == GDK_WIN32_GL_WGL ||
display_win32->gl_type == GDK_WIN32_GL_EGL)
return;
/*
* We must disable WGL if we are using GDK_GL=gles or if the
* existing shared GLContext is a GLES context
*/
disable_wgl = ((_gdk_gl_flags & GDK_GL_GLES) != 0) ||
(share != NULL && gdk_gl_context_get_use_es (share));
if (!disable_wgl)
gdk_win32_display_init_wgl (display_win32, need_alpha_bits);
if (display_win32->gl_type == GDK_WIN32_GL_PENDING ||
display_win32->gl_type == GDK_WIN32_GL_NONE)
gdk_win32_display_init_egl (display_win32);
}
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
GdkGLContext *
gdk_win32_window_create_gl_context (GdkWindow *window,
gboolean attached,
GdkGLContext *share,
GError **error)
{
GdkDisplay *display = gdk_window_get_display (window);
GdkWin32Display *display_win32 = GDK_WIN32_DISPLAY (gdk_window_get_display (window));
GdkWin32GLContext *context_win32 = NULL;
GdkVisual *visual = gdk_window_get_visual (window);
gboolean need_alpha_bits = (visual == gdk_screen_get_rgba_visual (gdk_display_get_default_screen (display)));
/* Acquire and store up the Windows-specific HWND and HDC */
HDC hdc = GetDC (GDK_WINDOW_HWND (window));
/* display_win32->hdc_egl_temp should *not* be destroyed here! It is destroyed at dispose()! */
display_win32->hdc_egl_temp = hdc;
gdk_win32_display_init_gl (display,
share,
need_alpha_bits);
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
if (display_win32->gl_type == GDK_WIN32_GL_NONE)
{
g_set_error_literal (error, GDK_GL_ERROR,
GDK_GL_ERROR_NOT_AVAILABLE,
_("No GL implementation is available"));
return NULL;
}
if (display_win32->gl_type == GDK_WIN32_GL_EGL &&
!find_eglconfig_for_window (display_win32, need_alpha_bits, error))
{
display_win32->gl_type = GDK_WIN32_GL_NONE;
return NULL;
}
if (display_win32->gl_type == GDK_WIN32_GL_WGL)
context_win32 = GDK_WIN32_GL_CONTEXT (g_object_new (GDK_TYPE_WIN32_GL_CONTEXT_WGL,
"display", display,
"window", window,
"shared-context", share,
NULL));
#ifdef GDK_WIN32_ENABLE_EGL
else if (display_win32->gl_type == GDK_WIN32_GL_EGL)
context_win32 = GDK_WIN32_GL_CONTEXT (g_object_new (GDK_TYPE_WIN32_GL_CONTEXT_EGL,
"display", display,
"window", window,
"shared-context", share,
NULL));
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
#endif
context_win32->need_alpha_bits = need_alpha_bits;
context_win32->gl_hdc = hdc;
context_win32->is_attached = attached;
return GDK_GL_CONTEXT (context_win32);
}
gboolean
gdk_win32_display_make_gl_context_current (GdkDisplay *display,
GdkGLContext *context)
{
GdkWin32Display *display_win32 = GDK_WIN32_DISPLAY (display);
if (display_win32->gl_type == GDK_WIN32_GL_WGL)
return gdk_win32_display_make_wgl_context_current (display, context);
if (display_win32->gl_type == GDK_WIN32_GL_EGL)
return gdk_win32_display_make_egl_context_current (display, context);
g_assert_not_reached ();
return FALSE;
}
/**
* gdk_win32_display_get_wgl_version:
* @display: a #GdkDisplay
* @major: (out): return location for the WGL major version
* @minor: (out): return location for the WGL minor version
*
* Retrieves the version of the WGL implementation.
*
* Returns: %TRUE if WGL is available
*
* Since: 3.16
*/
gboolean
gdk_win32_display_get_wgl_version (GdkDisplay *display,
gint *major,
gint *minor)
{
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
GdkWin32Display *display_win32 = NULL;
g_return_val_if_fail (GDK_IS_DISPLAY (display), FALSE);
if (!GDK_IS_WIN32_DISPLAY (display))
return FALSE;
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
2018-04-27 15:30:32 +00:00
display_win32 = GDK_WIN32_DISPLAY (display);
if (display_win32->gl_type == GDK_WIN32_GL_PENDING)
gdk_win32_display_init_gl (display, NULL, FALSE);
if (display_win32->gl_type == GDK_WIN32_GL_NONE)
return FALSE;
Add a EGL renderer (via ANGLE) for Windows This is for adding a EGL-based renderer which is done via the ANGLE project, which translate EGL calls to Direct3D 9/11. This is done as a possible solution to issue #105, especially for cases where the needed full GL extensions to map OpenGL to Direc3D is unavailable or unreliable, or when the OpenGL implementation from the graphics drivers are problematic. To enable this, do the following: -Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are available. A sufficiently-recent ANGLE is needed for things to work correctly--note that the copy of ANGLE that is included in qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause license. Note also that Visual Studio 2013 or later is required to build ANGLE from QT-5.10.1, but the 2013-built ANGLE DLLs can work without without problems for GTK+ that is built with Visual Studio 2008 or later. -Build libepoxy on Windows with EGL support enabled. -Define GDK_WIN32_ENABLE_EGL when building gdk-win32.lib when building with Visual Studio, or pass in --enable-win32-gles during configure when building with MinGW/mingw-w64. -Prior to running GTK+ programs, the GDK_GL envvar needs to contain gles. Known issues: -Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed extensions, notably GL_OES_vertex_array_object, but its ES 3 support is sufficient. -There is no autodetection or fallback mechanism to enable using EGL/Angle automatically yet. There is no plans to do this in this commit. Thanks to LRN for pointing out that we should #include "win32/gdkwin32.h" instead of #include "gdkwin32.h" for gdkgl.c. LRN also did the autotools portion of this patch. Further notes about the autotools --enable-win32-gles option, fom LRN: This adds --enable-win32-gles option, which enables the code for GLES renderer. This commit also adds tests for WGL and EGL in epoxy. The absence of WGL is highly unlikely (it's enabled by default), but checking for EGL when GLES is enabled is necessary, as EGL is disabled in Windows builds of epoxy by default.
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if (major != NULL)
*major = GDK_WIN32_DISPLAY (display)->gl_version / 10;
if (minor != NULL)
*minor = GDK_WIN32_DISPLAY (display)->gl_version % 10;
return TRUE;
}