godot/platform/windows/gl_manager_windows_native.h
Pedro J. Estébanez c28f5901c7 Polish interaction between windowing, input and rendering
- Adapt GL make/release API to the current architecture.
- Fix DisplayServer being locked while dispatching input (prevent deadlocks).
2024-04-10 18:47:42 +02:00

110 lines
4.3 KiB
C++

/**************************************************************************/
/* gl_manager_windows_native.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
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/* "Software"), to deal in the Software without restriction, including */
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/* the following conditions: */
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#ifndef GL_MANAGER_WINDOWS_NATIVE_H
#define GL_MANAGER_WINDOWS_NATIVE_H
#if defined(WINDOWS_ENABLED) && defined(GLES3_ENABLED)
#include "core/error/error_list.h"
#include "core/os/os.h"
#include "core/templates/local_vector.h"
#include "servers/display_server.h"
#include <windows.h>
typedef bool(APIENTRY *PFNWGLSWAPINTERVALEXTPROC)(int interval);
typedef int(APIENTRY *PFNWGLGETSWAPINTERVALEXTPROC)(void);
class GLManagerNative_Windows {
private:
// any data specific to the window
struct GLWindow {
bool use_vsync = false;
// windows specific
HDC hDC;
HWND hwnd;
int gldisplay_id = 0;
};
struct GLDisplay {
// windows specific
HGLRC hRC;
};
RBMap<DisplayServer::WindowID, GLWindow> _windows;
LocalVector<GLDisplay> _displays;
GLWindow *_current_window = nullptr;
PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT = nullptr;
GLWindow &get_window(unsigned int id) { return _windows[id]; }
const GLWindow &get_window(unsigned int id) const { return _windows[id]; }
const GLDisplay &get_current_display() const { return _displays[_current_window->gldisplay_id]; }
const GLDisplay &get_display(unsigned int id) { return _displays[id]; }
bool direct_render;
int glx_minor, glx_major;
private:
void _nvapi_disable_threaded_optimization();
int _find_or_create_display(GLWindow &win);
Error _create_context(GLWindow &win, GLDisplay &gl_display);
public:
Error window_create(DisplayServer::WindowID p_window_id, HWND p_hwnd, HINSTANCE p_hinstance, int p_width, int p_height);
void window_destroy(DisplayServer::WindowID p_window_id);
void window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height) {}
void release_current();
void swap_buffers();
void window_make_current(DisplayServer::WindowID p_window_id);
Error initialize();
void set_use_vsync(DisplayServer::WindowID p_window_id, bool p_use);
bool is_using_vsync(DisplayServer::WindowID p_window_id) const;
HDC get_hdc(DisplayServer::WindowID p_window_id);
HGLRC get_hglrc(DisplayServer::WindowID p_window_id);
GLManagerNative_Windows();
~GLManagerNative_Windows();
};
#endif // WINDOWS_ENABLED && GLES3_ENABLED
#endif // GL_MANAGER_WINDOWS_NATIVE_H