Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
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/* GDK - The GIMP Drawing Kit
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*
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* gdkglcontext-win32.c: Win32 specific OpenGL wrappers
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*
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* Copyright © 2014 Emmanuele Bassi
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* Copyright © 2014 Alexander Larsson
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* Copyright © 2014 Chun-wei Fan
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "config.h"
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#include "gdkprivate-win32.h"
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#include "gdksurface-win32.h"
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#include "gdkglcontext-win32.h"
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#include "gdkdisplay-win32.h"
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#include "gdkwin32display.h"
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#include "gdkwin32glcontext.h"
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#include "gdkwin32misc.h"
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#include "gdkwin32screen.h"
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#include "gdkwin32surface.h"
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#include "gdkglcontext.h"
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#include "gdkprofilerprivate.h"
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#include "gdkintl.h"
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#include "gdksurface.h"
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#include <cairo.h>
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#include <epoxy/wgl.h>
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struct _GdkWin32GLContextWGL
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{
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GdkWin32GLContext parent_instance;
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HGLRC wgl_context;
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guint do_frame_sync : 1;
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};
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typedef struct _GdkWin32GLContextClass GdkWin32GLContextWGLClass;
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G_DEFINE_TYPE (GdkWin32GLContextWGL, gdk_win32_gl_context_wgl, GDK_TYPE_WIN32_GL_CONTEXT)
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static void
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gdk_win32_gl_context_wgl_dispose (GObject *gobject)
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{
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GdkWin32GLContextWGL *context_wgl = GDK_WIN32_GL_CONTEXT_WGL (gobject);
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if (context_wgl->wgl_context != NULL)
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{
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if (wglGetCurrentContext () == context_wgl->wgl_context)
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wglMakeCurrent (NULL, NULL);
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GDK_NOTE (OPENGL, g_print ("Destroying WGL context\n"));
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wglDeleteContext (context_wgl->wgl_context);
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context_wgl->wgl_context = NULL;
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}
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G_OBJECT_CLASS (gdk_win32_gl_context_wgl_parent_class)->dispose (gobject);
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}
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static void
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gdk_win32_gl_context_wgl_end_frame (GdkDrawContext *draw_context,
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cairo_region_t *painted)
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{
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GdkGLContext *context = GDK_GL_CONTEXT (draw_context);
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GdkWin32GLContextWGL *context_wgl = GDK_WIN32_GL_CONTEXT_WGL (context);
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GdkSurface *surface = gdk_gl_context_get_surface (context);
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2021-07-19 02:32:28 +00:00
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GdkWin32Display *display_win32 = (GDK_WIN32_DISPLAY (gdk_gl_context_get_display (context)));
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gboolean can_wait = display_win32->hasWglOMLSyncControl;
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HDC hdc;
|
Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
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GDK_DRAW_CONTEXT_CLASS (gdk_win32_gl_context_wgl_parent_class)->end_frame (draw_context, painted);
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gdk_gl_context_make_current (context);
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gdk_profiler_add_mark (GDK_PROFILER_CURRENT_TIME, 0, "win32", "swap buffers");
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2021-07-19 02:32:28 +00:00
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if (surface != NULL)
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hdc = GDK_WIN32_SURFACE (surface)->hdc;
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else
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hdc = display_win32->dummy_context_wgl.hdc;
|
Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
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if (context_wgl->do_frame_sync)
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{
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2021-07-19 02:32:28 +00:00
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|
|
Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
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glFinish ();
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if (can_wait)
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{
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gint64 ust, msc, sbc;
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2021-07-19 02:32:28 +00:00
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wglGetSyncValuesOML (hdc, &ust, &msc, &sbc);
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wglWaitForMscOML (hdc,
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Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
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0,
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2,
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(msc + 1) % 2,
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&ust, &msc, &sbc);
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}
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}
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2021-07-19 02:32:28 +00:00
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SwapBuffers (hdc);
|
Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
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}
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static void
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gdk_win32_gl_context_wgl_begin_frame (GdkDrawContext *draw_context,
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2021-10-06 16:25:30 +00:00
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gboolean prefers_high_depth,
|
Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
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cairo_region_t *update_area)
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{
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gdk_win32_surface_handle_queued_move_resize (draw_context);
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2021-10-06 16:25:30 +00:00
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GDK_DRAW_CONTEXT_CLASS (gdk_win32_gl_context_wgl_parent_class)->begin_frame (draw_context, prefers_high_depth, update_area);
|
Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
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}
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static int
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gdk_init_dummy_wgl_context (GdkWin32Display *display_win32);
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#define PIXEL_ATTRIBUTES 17
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static int
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get_wgl_pfd (HDC hdc,
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PIXELFORMATDESCRIPTOR *pfd,
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GdkWin32Display *display_win32)
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{
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int best_pf = 0;
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pfd->nSize = sizeof (PIXELFORMATDESCRIPTOR);
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if (display_win32 != NULL && display_win32->hasWglARBPixelFormat)
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{
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UINT num_formats;
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int colorbits = GetDeviceCaps (hdc, BITSPIXEL);
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int i = 0;
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int pixelAttribs[PIXEL_ATTRIBUTES];
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/* Save up the HDC and HGLRC that we are currently using, to restore back to it when we are done here */
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HDC hdc_current = wglGetCurrentDC ();
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HGLRC hglrc_current = wglGetCurrentContext ();
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/* Update PIXEL_ATTRIBUTES above if any groups are added here! */
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pixelAttribs[i] = WGL_DRAW_TO_WINDOW_ARB;
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pixelAttribs[i++] = GL_TRUE;
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pixelAttribs[i++] = WGL_SUPPORT_OPENGL_ARB;
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pixelAttribs[i++] = GL_TRUE;
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pixelAttribs[i++] = WGL_DOUBLE_BUFFER_ARB;
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pixelAttribs[i++] = GL_TRUE;
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pixelAttribs[i++] = WGL_ACCELERATION_ARB;
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pixelAttribs[i++] = WGL_FULL_ACCELERATION_ARB;
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pixelAttribs[i++] = WGL_PIXEL_TYPE_ARB;
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pixelAttribs[i++] = WGL_TYPE_RGBA_ARB;
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pixelAttribs[i++] = WGL_COLOR_BITS_ARB;
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pixelAttribs[i++] = colorbits;
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/* end of "Update PIXEL_ATTRIBUTES above if any groups are added here!" */
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if (display_win32->hasWglARBmultisample)
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{
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pixelAttribs[i++] = WGL_SAMPLE_BUFFERS_ARB;
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pixelAttribs[i++] = 1;
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pixelAttribs[i++] = WGL_SAMPLES_ARB;
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pixelAttribs[i++] = 8;
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}
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pixelAttribs[i++] = 0; /* end of pixelAttribs */
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best_pf = gdk_init_dummy_wgl_context (display_win32);
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if (!wglMakeCurrent (display_win32->dummy_context_wgl.hdc,
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display_win32->dummy_context_wgl.hglrc))
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{
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wglMakeCurrent (hdc_current, hglrc_current);
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return 0;
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}
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wglChoosePixelFormatARB (hdc,
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pixelAttribs,
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NULL,
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1,
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&best_pf,
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&num_formats);
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/* Go back to the HDC that we were using, since we are done with the dummy HDC and GL Context */
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wglMakeCurrent (hdc_current, hglrc_current);
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}
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|
else
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{
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|
pfd->nVersion = 1;
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pfd->dwFlags = PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW | PFD_DOUBLEBUFFER;
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pfd->iPixelType = PFD_TYPE_RGBA;
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|
pfd->cColorBits = GetDeviceCaps (hdc, BITSPIXEL);
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pfd->cAlphaBits = 8;
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|
pfd->dwLayerMask = PFD_MAIN_PLANE;
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|
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best_pf = ChoosePixelFormat (hdc, pfd);
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|
}
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return best_pf;
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|
}
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|
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/* in WGL, for many OpenGL items, we need a dummy WGL context, so create
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|
* one and cache it for later use
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|
*/
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|
|
|
static int
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|
|
gdk_init_dummy_wgl_context (GdkWin32Display *display_win32)
|
|
|
|
{
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|
|
|
PIXELFORMATDESCRIPTOR pfd;
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|
|
|
gboolean set_pixel_format_result = FALSE;
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|
|
|
int best_idx = 0;
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|
|
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|
memset (&pfd, 0, sizeof (PIXELFORMATDESCRIPTOR));
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|
best_idx = get_wgl_pfd (display_win32->dummy_context_wgl.hdc, &pfd, NULL);
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|
|
if (best_idx != 0)
|
|
|
|
set_pixel_format_result = SetPixelFormat (display_win32->dummy_context_wgl.hdc,
|
|
|
|
best_idx,
|
|
|
|
&pfd);
|
|
|
|
|
|
|
|
if (best_idx == 0 || !set_pixel_format_result)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
display_win32->dummy_context_wgl.hglrc =
|
|
|
|
wglCreateContext (display_win32->dummy_context_wgl.hdc);
|
|
|
|
|
|
|
|
if (display_win32->dummy_context_wgl.hglrc == NULL)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
return best_idx;
|
|
|
|
}
|
|
|
|
|
|
|
|
gboolean
|
|
|
|
gdk_win32_display_init_wgl (GdkDisplay *display,
|
|
|
|
GError **error)
|
|
|
|
{
|
|
|
|
int best_idx = 0;
|
|
|
|
GdkWin32Display *display_win32 = GDK_WIN32_DISPLAY (display);
|
|
|
|
HDC hdc;
|
|
|
|
|
2021-09-23 23:47:03 +00:00
|
|
|
if (!gdk_gl_backend_can_be_used (GDK_GL_WGL, error))
|
|
|
|
return FALSE;
|
|
|
|
|
Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
|
|
|
/* acquire and cache dummy Window (HWND & HDC) and
|
|
|
|
* dummy GL Context, it is used to query functions
|
|
|
|
* and used for other stuff as well
|
|
|
|
*/
|
|
|
|
best_idx = gdk_init_dummy_wgl_context (display_win32);
|
|
|
|
hdc = display_win32->dummy_context_wgl.hdc;
|
|
|
|
|
|
|
|
if (best_idx == 0 ||
|
|
|
|
!wglMakeCurrent (hdc, display_win32->dummy_context_wgl.hglrc))
|
|
|
|
{
|
GDK-Win32: Reject WGL context if shaders aren't supported
When we initialize OpenGL, check whether we have OpenGL 2.0 or later; if not,
check whether we have the 'GL_ARB_shader_objects' extension, since we must be
able to support shaders if using OpenGL for GTK.
If we don't support shaders, as some Windows graphics drivers do not support
OpenGL adequately, notably older Intel drivers, reject and destroy the GL
context that we created, and so fallback to the Cairo GSK renderer, so that
things continue to run, albeit with an expected warning message that the GL
context cannot be realized.
Also, when we could not make the created dummy WGL context current during
initialization, make sure that we destroy the dummy WGL context as well.
Fixes issue #4165.
2021-08-17 07:13:38 +00:00
|
|
|
if (display_win32->dummy_context_wgl.hglrc != NULL)
|
|
|
|
wglDeleteContext (display_win32->dummy_context_wgl.hglrc);
|
|
|
|
|
Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
|
|
|
g_set_error_literal (error, GDK_GL_ERROR,
|
|
|
|
GDK_GL_ERROR_NOT_AVAILABLE,
|
|
|
|
_("No GL implementation is available"));
|
|
|
|
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
display_win32->gl_version = epoxy_gl_version ();
|
|
|
|
|
GDK-Win32: Reject WGL context if shaders aren't supported
When we initialize OpenGL, check whether we have OpenGL 2.0 or later; if not,
check whether we have the 'GL_ARB_shader_objects' extension, since we must be
able to support shaders if using OpenGL for GTK.
If we don't support shaders, as some Windows graphics drivers do not support
OpenGL adequately, notably older Intel drivers, reject and destroy the GL
context that we created, and so fallback to the Cairo GSK renderer, so that
things continue to run, albeit with an expected warning message that the GL
context cannot be realized.
Also, when we could not make the created dummy WGL context current during
initialization, make sure that we destroy the dummy WGL context as well.
Fixes issue #4165.
2021-08-17 07:13:38 +00:00
|
|
|
/* We must have OpenGL/WGL 2.0 or later, or have the GL_ARB_shader_objects extension */
|
|
|
|
if (display_win32->gl_version < 20)
|
|
|
|
{
|
|
|
|
if (!epoxy_has_gl_extension ("GL_ARB_shader_objects"))
|
|
|
|
{
|
|
|
|
wglMakeCurrent (NULL, NULL);
|
|
|
|
wglDeleteContext (display_win32->dummy_context_wgl.hglrc);
|
|
|
|
|
|
|
|
g_set_error_literal (error, GDK_GL_ERROR,
|
|
|
|
GDK_GL_ERROR_NOT_AVAILABLE,
|
|
|
|
_("No GL implementation is available"));
|
|
|
|
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
|
|
|
display_win32->hasWglARBCreateContext =
|
|
|
|
epoxy_has_wgl_extension (hdc, "WGL_ARB_create_context");
|
|
|
|
display_win32->hasWglEXTSwapControl =
|
|
|
|
epoxy_has_wgl_extension (hdc, "WGL_EXT_swap_control");
|
|
|
|
display_win32->hasWglOMLSyncControl =
|
|
|
|
epoxy_has_wgl_extension (hdc, "WGL_OML_sync_control");
|
|
|
|
display_win32->hasWglARBPixelFormat =
|
|
|
|
epoxy_has_wgl_extension (hdc, "WGL_ARB_pixel_format");
|
|
|
|
display_win32->hasWglARBmultisample =
|
|
|
|
epoxy_has_wgl_extension (hdc, "WGL_ARB_multisample");
|
|
|
|
|
|
|
|
GDK_NOTE (OPENGL,
|
|
|
|
g_print ("WGL API version %d.%d found\n"
|
|
|
|
" - Vendor: %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->hasWglARBPixelFormat ? "yes" : "no",
|
|
|
|
display_win32->hasWglARBCreateContext ? "yes" : "no",
|
|
|
|
display_win32->hasWglEXTSwapControl ? "yes" : "no",
|
|
|
|
display_win32->hasWglOMLSyncControl ? "yes" : "no",
|
|
|
|
display_win32->hasWglARBmultisample ? "yes" : "no"));
|
|
|
|
|
|
|
|
wglMakeCurrent (NULL, NULL);
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Setup the legacy context after creating it */
|
|
|
|
static gboolean
|
|
|
|
ensure_legacy_wgl_context (HDC hdc,
|
|
|
|
HGLRC hglrc_legacy,
|
|
|
|
GdkGLContext *share)
|
|
|
|
{
|
|
|
|
GdkWin32GLContextWGL *context_wgl;
|
|
|
|
|
|
|
|
if (!wglMakeCurrent (hdc, hglrc_legacy))
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
if (share != NULL)
|
|
|
|
{
|
|
|
|
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 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 = NULL;
|
|
|
|
|
|
|
|
if (!wglMakeCurrent (hdc, hglrc_base))
|
|
|
|
{
|
|
|
|
success = FALSE;
|
|
|
|
goto gl_fail;
|
|
|
|
}
|
|
|
|
|
2022-01-17 10:14:30 +00:00
|
|
|
hglrc = create_wgl_context_with_attribs (hdc,
|
|
|
|
hglrc_base,
|
|
|
|
share,
|
|
|
|
flags,
|
|
|
|
major,
|
|
|
|
minor,
|
|
|
|
is_legacy);
|
Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
|
|
|
|
|
|
|
/* 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_wgl_pixformat_for_hdc (HDC hdc,
|
|
|
|
int *best_idx,
|
|
|
|
GdkWin32Display *display_win32)
|
|
|
|
{
|
|
|
|
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, &pfd, display_win32);
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2021-10-07 20:10:39 +00:00
|
|
|
static GdkGLAPI
|
Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
|
|
|
gdk_win32_gl_context_wgl_realize (GdkGLContext *context,
|
|
|
|
GError **error)
|
|
|
|
{
|
|
|
|
GdkWin32GLContextWGL *context_wgl = GDK_WIN32_GL_CONTEXT_WGL (context);
|
|
|
|
|
|
|
|
gboolean debug_bit, compat_bit, legacy_bit;
|
|
|
|
|
|
|
|
/* request flags and specific versions for core (3.2+) WGL context */
|
|
|
|
int flags = 0;
|
|
|
|
int major = 0;
|
|
|
|
int minor = 0;
|
|
|
|
HGLRC hglrc;
|
|
|
|
int pixel_format;
|
|
|
|
HDC hdc;
|
|
|
|
|
|
|
|
GdkSurface *surface = gdk_gl_context_get_surface (context);
|
|
|
|
GdkDisplay *display = gdk_gl_context_get_display (context);
|
|
|
|
GdkWin32Display *display_win32 = GDK_WIN32_DISPLAY (display);
|
|
|
|
GdkGLContext *share = gdk_display_get_gl_context (display);
|
|
|
|
|
2021-10-07 20:10:39 +00:00
|
|
|
if (!gdk_gl_context_is_api_allowed (context, GDK_GL_API_GL, error))
|
|
|
|
return 0;
|
|
|
|
|
Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
|
|
|
debug_bit = gdk_gl_context_get_debug_enabled (context);
|
|
|
|
compat_bit = gdk_gl_context_get_forward_compatible (context);
|
|
|
|
|
2022-01-17 10:14:30 +00:00
|
|
|
/*
|
|
|
|
* We may need a Core GL 4.1+ context in order to use the GL support in
|
|
|
|
* the GStreamer media widget backend (such as on Intel drivers), but
|
|
|
|
* wglCreateContextAttribsARB() may only give us the GL context version
|
|
|
|
* that we ask for here, and nothing more. So, improve things here by
|
|
|
|
* asking for the GL version that is reported to us via epoxy_gl_version(),
|
2022-05-27 22:58:43 +00:00
|
|
|
* rather than the default GL core 3.2 context.
|
2022-01-17 10:14:30 +00:00
|
|
|
*/
|
2022-05-27 22:58:43 +00:00
|
|
|
gdk_gl_context_get_clipped_version (context,
|
|
|
|
display_win32->gl_version / 10,
|
|
|
|
display_win32->gl_version % 10,
|
|
|
|
&major, &minor);
|
2022-01-17 10:14:30 +00:00
|
|
|
|
Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
|
|
|
if (surface != NULL)
|
2021-07-19 02:32:28 +00:00
|
|
|
hdc = GDK_WIN32_SURFACE (surface)->hdc;
|
Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
|
|
|
else
|
2021-07-19 02:32:28 +00:00
|
|
|
hdc = display_win32->dummy_context_wgl.hdc;
|
Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
|
|
|
|
|
|
|
/*
|
|
|
|
* A legacy context cannot be shared with core profile ones, so this means we
|
|
|
|
* must stick to a legacy context if the shared context is a legacy context
|
|
|
|
*/
|
|
|
|
legacy_bit = GDK_DISPLAY_DEBUG_CHECK (display, GL_LEGACY) ?
|
|
|
|
TRUE :
|
|
|
|
share != NULL && gdk_gl_context_is_legacy (share);
|
|
|
|
|
|
|
|
if (!set_wgl_pixformat_for_hdc (hdc,
|
|
|
|
&pixel_format,
|
|
|
|
display_win32))
|
|
|
|
{
|
|
|
|
g_set_error_literal (error, GDK_GL_ERROR,
|
|
|
|
GDK_GL_ERROR_UNSUPPORTED_FORMAT,
|
|
|
|
_("No available configurations for the given pixel format"));
|
|
|
|
|
2021-10-07 20:10:39 +00:00
|
|
|
return 0;
|
Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* if there isn't wglCreateContextAttribsARB() on WGL, use a legacy context */
|
|
|
|
if (!legacy_bit)
|
|
|
|
legacy_bit = !display_win32->hasWglARBCreateContext;
|
|
|
|
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 (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"));
|
2021-10-07 20:10:39 +00:00
|
|
|
return 0;
|
Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
GDK_NOTE (OPENGL,
|
|
|
|
g_print ("Created WGL context[%p], pixel_format=%d\n",
|
|
|
|
hglrc,
|
|
|
|
pixel_format));
|
|
|
|
|
|
|
|
context_wgl->wgl_context = hglrc;
|
|
|
|
|
|
|
|
/* Ensure that any other context is created with a legacy bit set */
|
|
|
|
gdk_gl_context_set_is_legacy (context, legacy_bit);
|
|
|
|
|
2021-10-07 20:10:39 +00:00
|
|
|
return GDK_GL_API_GL;
|
Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
static gboolean
|
|
|
|
gdk_win32_gl_context_wgl_clear_current (GdkGLContext *context)
|
|
|
|
{
|
|
|
|
return wglMakeCurrent (NULL, NULL);
|
|
|
|
}
|
|
|
|
|
|
|
|
static gboolean
|
|
|
|
gdk_win32_gl_context_wgl_make_current (GdkGLContext *context,
|
|
|
|
gboolean surfaceless)
|
|
|
|
{
|
|
|
|
GdkWin32GLContextWGL *context_wgl = GDK_WIN32_GL_CONTEXT_WGL (context);
|
|
|
|
GdkDisplay *display = gdk_gl_context_get_display (context);
|
|
|
|
GdkWin32Display *display_win32 = GDK_WIN32_DISPLAY (display);
|
2021-07-19 02:32:28 +00:00
|
|
|
GdkSurface *surface = gdk_gl_context_get_surface (context);
|
Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
|
|
|
HDC hdc;
|
|
|
|
|
2021-07-19 02:32:28 +00:00
|
|
|
if (surfaceless || surface == NULL)
|
Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
|
|
|
hdc = display_win32->dummy_context_wgl.hdc;
|
|
|
|
else
|
2021-07-19 02:32:28 +00:00
|
|
|
hdc = GDK_WIN32_SURFACE (surface)->hdc;
|
Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
|
|
|
|
|
|
|
if (!wglMakeCurrent (hdc, context_wgl->wgl_context))
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
if (!surfaceless && display_win32->hasWglEXTSwapControl)
|
|
|
|
{
|
|
|
|
gboolean do_frame_sync = FALSE;
|
|
|
|
|
|
|
|
/* 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. */
|
|
|
|
do_frame_sync = ! gdk_display_is_composited (display);
|
|
|
|
|
|
|
|
if (do_frame_sync != context_wgl->do_frame_sync)
|
|
|
|
{
|
|
|
|
context_wgl->do_frame_sync = do_frame_sync;
|
|
|
|
|
|
|
|
wglSwapIntervalEXT (do_frame_sync ? 1 : 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
gdk_win32_gl_context_wgl_class_init (GdkWin32GLContextWGLClass *klass)
|
|
|
|
{
|
|
|
|
GdkGLContextClass *context_class = GDK_GL_CONTEXT_CLASS (klass);
|
|
|
|
GdkDrawContextClass *draw_context_class = GDK_DRAW_CONTEXT_CLASS (klass);
|
|
|
|
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
|
|
|
|
|
2021-09-23 23:47:03 +00:00
|
|
|
context_class->backend_type = GDK_GL_WGL;
|
|
|
|
|
Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
|
|
|
context_class->realize = gdk_win32_gl_context_wgl_realize;
|
|
|
|
context_class->make_current = gdk_win32_gl_context_wgl_make_current;
|
|
|
|
context_class->clear_current = gdk_win32_gl_context_wgl_clear_current;
|
|
|
|
|
|
|
|
draw_context_class->begin_frame = gdk_win32_gl_context_wgl_begin_frame;
|
|
|
|
draw_context_class->end_frame = gdk_win32_gl_context_wgl_end_frame;
|
|
|
|
gobject_class->dispose = gdk_win32_gl_context_wgl_dispose;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
gdk_win32_gl_context_wgl_init (GdkWin32GLContextWGL *wgl_context)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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
|
|
|
|
*/
|
|
|
|
gboolean
|
|
|
|
gdk_win32_display_get_wgl_version (GdkDisplay *display,
|
|
|
|
int *major,
|
|
|
|
int *minor)
|
|
|
|
{
|
|
|
|
GdkWin32Display *display_win32;
|
|
|
|
g_return_val_if_fail (GDK_IS_DISPLAY (display), FALSE);
|
|
|
|
|
|
|
|
if (!GDK_IS_WIN32_DISPLAY (display))
|
|
|
|
return FALSE;
|
|
|
|
|
2022-01-18 02:41:28 +00:00
|
|
|
if (!gdk_gl_backend_can_be_used (GDK_GL_WGL, NULL))
|
Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
|
|
|
return FALSE;
|
|
|
|
|
2022-01-17 08:11:27 +00:00
|
|
|
display_win32 = GDK_WIN32_DISPLAY (display);
|
|
|
|
|
Split out WGL/EGL stuff and simplify things
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
2021-07-14 09:46:31 +00:00
|
|
|
if (major != NULL)
|
|
|
|
*major = display_win32->gl_version / 10;
|
|
|
|
if (minor != NULL)
|
|
|
|
*minor = display_win32->gl_version % 10;
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|