Files
pcsx2/plugins/GSdx/GSWndWGL.cpp
T
Jonathan Li fecf8e3ed2 gsdx:ogl: Call swap interval function on rendering thread
The swap interval function must be called on the same thread that
rendering takes place on. This fixes an issue where the turbo speed and
frame limiter hotkeys fail to disable vsync when the OpenGL renderer is
used.
2017-08-30 21:08:54 +01:00

376 lines
9.5 KiB
C++

/*
* Copyright (C) 2007-2012 Gabest
* http://www.gabest.org
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSWndWGL.h"
#ifdef _WIN32
static void win_error(const char* msg, bool fatal = true)
{
DWORD errorID = ::GetLastError();
if (errorID)
fprintf(stderr, "WIN API ERROR:%ld\t", errorID);
if (fatal) {
MessageBox(NULL, msg, "ERROR", MB_OK | MB_ICONEXCLAMATION);
throw GSDXRecoverableError();
} else {
fprintf(stderr, "ERROR:%s\n", msg);
}
}
GSWndWGL::GSWndWGL()
: m_NativeWindow(nullptr), m_NativeDisplay(nullptr), m_context(nullptr), m_has_late_vsync(false)
{
}
// Used by GSReplay. Perhaps the stuff used by GSReplay can be moved out? That way all
// the GSOpen 1 stuff can be removed. But that'll take a bit of thinking.
LRESULT CALLBACK GSWndWGL::WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_CLOSE:
// This takes place before GSClose, so don't destroy the Window so we can clean up.
ShowWindow(hWnd, SW_HIDE);
// DestroyWindow(hWnd);
return 0;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
}
void GSWndWGL::CreateContext(int major, int minor)
{
if (!m_NativeDisplay || !m_NativeWindow)
{
win_error("Wrong display/window", false);
exit(1);
}
ASSERT(major >= 3);
// GL2 context are quite easy but we need GL3 which is another painful story...
m_context = wglCreateContext(m_NativeDisplay);
if (!m_context)
win_error("Failed to create a 2.0 context");
// FIXME test it
// Note: albeit every tutorial said that we need an opengl context to use the GL function wglCreateContextAttribsARB
// On linux it works without the extra temporary context, not sure the limitation still applied
AttachContext();
// Create a context
int context_attribs[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, major,
WGL_CONTEXT_MINOR_VERSION_ARB, minor,
// FIXME : Request a debug context to ease opengl development
// Note: don't support deprecated feature (pre openg 3.1)
//GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB | GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
#ifdef ENABLE_OGL_DEBUG
| WGL_CONTEXT_DEBUG_BIT_ARB
#else
| GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR
#endif
,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
if (!wglCreateContextAttribsARB)
win_error("Failed to init wglCreateContextAttribsARB function pointer");
HGLRC context30 = wglCreateContextAttribsARB(m_NativeDisplay, NULL, context_attribs);
if (!context30) {
win_error("Failed to create a 3.x context with standard flags", false);
// retry with more compatible option for (Mesa on Windows, OpenGL on WINE)
context_attribs[2*2+1] = 0;
context30 = wglCreateContextAttribsARB(m_NativeDisplay, NULL, context_attribs);
}
DetachContext();
wglDeleteContext(m_context);
if (!context30)
win_error("Failed to create a 3.x context with compatible flags");
m_context = context30;
fprintf(stderr, "3.x GL context successfully created\n");
}
void GSWndWGL::AttachContext()
{
if (!IsContextAttached()) {
wglMakeCurrent(m_NativeDisplay, m_context);
m_ctx_attached = true;
}
}
void GSWndWGL::DetachContext()
{
if (IsContextAttached()) {
wglMakeCurrent(NULL, NULL);
m_ctx_attached = false;
}
}
void GSWndWGL::PopulateWndGlFunction()
{
m_swapinterval = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT");
// To ease the process, extension management is itself an extension. Clever isn't it!
PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetExtensionsStringARB = (PFNWGLGETEXTENSIONSSTRINGARBPROC)wglGetProcAddress("wglGetExtensionsStringARB");
if (wglGetExtensionsStringARB) {
const char* ext = wglGetExtensionsStringARB(m_NativeDisplay);
m_has_late_vsync = m_swapinterval && ext && strstr(ext, "WGL_EXT_swap_control_tear");
} else {
m_has_late_vsync = false;
}
}
bool GSWndWGL::Attach(void* handle, bool managed)
{
m_NativeWindow = (HWND)handle;
m_managed = managed;
OpenWGLDisplay();
FullContextInit();
UpdateWindow(m_NativeWindow);
return true;
}
void GSWndWGL::Detach()
{
// Actually the destructor is not called when there is only a GSclose/GSshutdown
// The window still need to be closed
DetachContext();
if (m_context) wglDeleteContext(m_context);
m_context = NULL;
CloseWGLDisplay();
// Used by GSReplay.
if (m_NativeWindow && m_managed)
{
DestroyWindow(m_NativeWindow);
m_NativeWindow = NULL;
}
}
void GSWndWGL::OpenWGLDisplay()
{
GLuint PixelFormat; // Holds The Results After Searching For A Match
PIXELFORMATDESCRIPTOR pfd = // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
32, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // 8bit Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
0, // 24Bit Z-Buffer (Depth Buffer)
8, // 8bit Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};
m_NativeDisplay = GetDC(m_NativeWindow);
if (!m_NativeDisplay)
win_error("(1) Can't Create A GL Device Context.");
PixelFormat = ChoosePixelFormat(m_NativeDisplay, &pfd);
if (!PixelFormat)
win_error("(2) Can't Find A Suitable PixelFormat.");
if (!SetPixelFormat(m_NativeDisplay, PixelFormat, &pfd))
win_error("(3) Can't Set The PixelFormat.", false);
}
void GSWndWGL::CloseWGLDisplay()
{
if (m_NativeDisplay && !ReleaseDC(m_NativeWindow, m_NativeDisplay))
win_error("Release Device Context Failed.");
m_NativeDisplay = NULL;
}
//TODO: GSopen 1 => Drop?
// Used by GSReplay. At least for now.
// More or less copy pasted from GSWndDX::Create and GSWndWGL::Attach with a few
// modifications
bool GSWndWGL::Create(const string& title, int w, int h)
{
if(m_NativeWindow) return false;
m_managed = true;
WNDCLASS wc;
memset(&wc, 0, sizeof(wc));
wc.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS | CS_OWNDC;
wc.lpfnWndProc = WndProc;
wc.hInstance = theApp.GetModuleHandle();
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wc.lpszClassName = "GSWndOGL";
if (!GetClassInfo(wc.hInstance, wc.lpszClassName, &wc))
{
if (!RegisterClass(&wc))
{
return false;
}
}
DWORD style = WS_CLIPCHILDREN | WS_CLIPSIBLINGS | WS_OVERLAPPEDWINDOW | WS_BORDER;
GSVector4i r;
GetWindowRect(GetDesktopWindow(), r);
// Old GSOpen ModeWidth and ModeHeight are not necessary with this.
bool remote = !!GetSystemMetrics(SM_REMOTESESSION);
if (w <= 0 || h <= 0 || remote)
{
w = r.width() / 3;
h = r.width() / 4;
if (!remote)
{
w *= 2;
h *= 2;
}
}
r.left = (r.left + r.right - w) / 2;
r.top = (r.top + r.bottom - h) / 2;
r.right = r.left + w;
r.bottom = r.top + h;
AdjustWindowRect(r, style, FALSE);
m_NativeWindow = CreateWindow(wc.lpszClassName, title.c_str(), style, r.left, r.top, r.width(), r.height(), NULL, NULL, wc.hInstance, (LPVOID)this);
if (m_NativeWindow == NULL) return false;
OpenWGLDisplay();
FullContextInit();
return true;
}
//Same as DX
GSVector4i GSWndWGL::GetClientRect()
{
GSVector4i r;
::GetClientRect(m_NativeWindow, r);
return r;
}
void* GSWndWGL::GetProcAddress(const char* name, bool opt)
{
void* ptr = (void*)wglGetProcAddress(name);
if (ptr == NULL) {
fprintf(stderr, "Failed to find %s\n", name);
if (!opt)
throw GSDXRecoverableError();
}
return ptr;
}
//TODO: check extensions supported or not
//FIXME : extension allocation
void GSWndWGL::SetSwapInterval()
{
// m_swapinterval uses an integer as parameter
// 0 -> disable vsync
// n -> wait n frame
if (m_swapinterval) m_swapinterval(m_vsync);
}
void GSWndWGL::Flip()
{
if (m_vsync_change_requested.exchange(false))
SetSwapInterval();
SwapBuffers(m_NativeDisplay);
}
void GSWndWGL::Show()
{
if (!m_managed) return;
// Used by GSReplay
SetForegroundWindow(m_NativeWindow);
ShowWindow(m_NativeWindow, SW_SHOWNORMAL);
UpdateWindow(m_NativeWindow);
}
void GSWndWGL::Hide()
{
}
void GSWndWGL::HideFrame()
{
}
// Returns FALSE if the window has no title, or if th window title is under the strict
// management of the emulator.
bool GSWndWGL::SetWindowText(const char* title)
{
if (!m_managed) return false;
// Used by GSReplay.
::SetWindowText(m_NativeWindow, title);
return true;
}
#endif