Files
pcsx2/plugins/GSdx/Window/GSWndWGL.cpp
T
lightningterror 5db24d4e4a gsdx-ogl: Adjust some gl debug logs.
Move Additional colclip info, dithering, FixedTEX0 to extra debug logs.
It will allow to keep track of more important stuff going on and they
can be enabled with ENABLE_EXTRA_LOG if needed.

Change context creation log type from stderr to stdout.
2020-06-14 00:02:26 +02:00

390 lines
10 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(stdout, "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 std::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);
// In order to get function pointer of GL1.0 and GL1.1 you need to get from
// opengl32.dll directly
// Here an example from https://www.khronos.org/opengl/wiki/Load_OpenGL_Functions
// Note: so far we use direct linking but it could become handy for the migration
// to the new gl header (glcorearb.h)
#if 0
if(ptr == 0 || (ptr == (void*)0x1) || (ptr == (void*)0x2) || (ptr == (void*)0x3) || (ptr == (void*)-1) )
{
HMODULE module = LoadLibraryA("opengl32.dll");
ptr = (void *)GetProcAddress(module, name);
}
#endif
if (ptr == NULL) {
if (theApp.GetConfigB("debug_opengl"))
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