godot/platform/linuxbsd/x11/gl_manager_x11.cpp
Rémi Verschelde 9e4315bb50
Style: Harmonize header includes in platform ports
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module should be included with relative
paths (relative to the root folder of the modular component, e.g.
`platform/linuxbsd/`), in their own section before Godot's "core" includes.

The `api` and `export` subfolders also need to be handled as self-contained
(and thus use relative paths for their "local" includes) as they are all
compiled for each editor platform, without necessarily having the api/export
matching platform folder in the include path.
E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp`
and those need to use relative includes for it to work.
2023-06-08 15:19:19 +02:00

406 lines
12 KiB
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/**************************************************************************/
/* gl_manager_x11.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* 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 */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "gl_manager_x11.h"
#if defined(X11_ENABLED) && defined(GLES3_ENABLED)
#include "thirdparty/glad/glad/glx.h"
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091
#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092
typedef GLXContext (*GLXCREATECONTEXTATTRIBSARBPROC)(Display *, GLXFBConfig, GLXContext, Bool, const int *);
// To prevent shadowing warnings
#undef glXCreateContextAttribsARB
struct GLManager_X11_Private {
::GLXContext glx_context;
};
GLManager_X11::GLDisplay::~GLDisplay() {
if (context) {
//release_current();
glXDestroyContext(x11_display, context->glx_context);
memdelete(context);
context = nullptr;
}
}
static bool ctxErrorOccurred = false;
static int ctxErrorHandler(Display *dpy, XErrorEvent *ev) {
ctxErrorOccurred = true;
return 0;
}
int GLManager_X11::_find_or_create_display(Display *p_x11_display) {
for (unsigned int n = 0; n < _displays.size(); n++) {
const GLDisplay &d = _displays[n];
if (d.x11_display == p_x11_display) {
return n;
}
}
// create
GLDisplay d_temp;
d_temp.x11_display = p_x11_display;
_displays.push_back(d_temp);
int new_display_id = _displays.size() - 1;
// create context
GLDisplay &d = _displays[new_display_id];
d.context = memnew(GLManager_X11_Private);
d.context->glx_context = nullptr;
Error err = _create_context(d);
if (err != OK) {
_displays.remove_at(new_display_id);
return -1;
}
return new_display_id;
}
Error GLManager_X11::_create_context(GLDisplay &gl_display) {
// some aliases
::Display *x11_display = gl_display.x11_display;
//const char *extensions = glXQueryExtensionsString(x11_display, DefaultScreen(x11_display));
GLXCREATECONTEXTATTRIBSARBPROC glXCreateContextAttribsARB = (GLXCREATECONTEXTATTRIBSARBPROC)glXGetProcAddress((const GLubyte *)"glXCreateContextAttribsARB");
ERR_FAIL_COND_V(!glXCreateContextAttribsARB, ERR_UNCONFIGURED);
static int visual_attribs[] = {
GLX_RENDER_TYPE, GLX_RGBA_BIT,
GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
GLX_DOUBLEBUFFER, true,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
GLX_DEPTH_SIZE, 24,
None
};
static int visual_attribs_layered[] = {
GLX_RENDER_TYPE, GLX_RGBA_BIT,
GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
GLX_DOUBLEBUFFER, true,
GLX_RED_SIZE, 8,
GLX_GREEN_SIZE, 8,
GLX_BLUE_SIZE, 8,
GLX_ALPHA_SIZE, 8,
GLX_DEPTH_SIZE, 24,
None
};
int fbcount;
GLXFBConfig fbconfig = nullptr;
XVisualInfo *vi = nullptr;
if (OS::get_singleton()->is_layered_allowed()) {
GLXFBConfig *fbc = glXChooseFBConfig(x11_display, DefaultScreen(x11_display), visual_attribs_layered, &fbcount);
ERR_FAIL_COND_V(!fbc, ERR_UNCONFIGURED);
for (int i = 0; i < fbcount; i++) {
vi = (XVisualInfo *)glXGetVisualFromFBConfig(x11_display, fbc[i]);
if (!vi) {
continue;
}
XRenderPictFormat *pict_format = XRenderFindVisualFormat(x11_display, vi->visual);
if (!pict_format) {
XFree(vi);
vi = nullptr;
continue;
}
fbconfig = fbc[i];
if (pict_format->direct.alphaMask > 0) {
break;
}
}
XFree(fbc);
ERR_FAIL_COND_V(!fbconfig, ERR_UNCONFIGURED);
} else {
GLXFBConfig *fbc = glXChooseFBConfig(x11_display, DefaultScreen(x11_display), visual_attribs, &fbcount);
ERR_FAIL_COND_V(!fbc, ERR_UNCONFIGURED);
vi = glXGetVisualFromFBConfig(x11_display, fbc[0]);
fbconfig = fbc[0];
XFree(fbc);
}
int (*oldHandler)(Display *, XErrorEvent *) = XSetErrorHandler(&ctxErrorHandler);
switch (context_type) {
case GLES_3_0_COMPATIBLE: {
static int context_attribs[] = {
GLX_CONTEXT_MAJOR_VERSION_ARB, 3,
GLX_CONTEXT_MINOR_VERSION_ARB, 3,
GLX_CONTEXT_PROFILE_MASK_ARB, GLX_CONTEXT_CORE_PROFILE_BIT_ARB,
GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB /*|GLX_CONTEXT_DEBUG_BIT_ARB*/,
None
};
gl_display.context->glx_context = glXCreateContextAttribsARB(x11_display, fbconfig, nullptr, true, context_attribs);
ERR_FAIL_COND_V(ctxErrorOccurred || !gl_display.context->glx_context, ERR_UNCONFIGURED);
} break;
}
XSync(x11_display, False);
XSetErrorHandler(oldHandler);
// make our own copy of the vi data
// for later creating windows using this display
if (vi) {
gl_display.x_vi = *vi;
}
XFree(vi);
return OK;
}
XVisualInfo GLManager_X11::get_vi(Display *p_display, Error &r_error) {
int display_id = _find_or_create_display(p_display);
if (display_id < 0) {
r_error = FAILED;
return XVisualInfo();
}
r_error = OK;
return _displays[display_id].x_vi;
}
Error GLManager_X11::window_create(DisplayServer::WindowID p_window_id, ::Window p_window, Display *p_display, int p_width, int p_height) {
// make sure vector is big enough...
// we can mirror the external vector, it is simpler
// to keep the IDs identical for fast lookup
if (p_window_id >= (int)_windows.size()) {
_windows.resize(p_window_id + 1);
}
GLWindow &win = _windows[p_window_id];
win.in_use = true;
win.window_id = p_window_id;
win.width = p_width;
win.height = p_height;
win.x11_window = p_window;
win.gldisplay_id = _find_or_create_display(p_display);
if (win.gldisplay_id == -1) {
return FAILED;
}
// the display could be invalid .. check NYI
GLDisplay &gl_display = _displays[win.gldisplay_id];
::Display *x11_display = gl_display.x11_display;
::Window &x11_window = win.x11_window;
if (!glXMakeCurrent(x11_display, x11_window, gl_display.context->glx_context)) {
ERR_PRINT("glXMakeCurrent failed");
}
_internal_set_current_window(&win);
return OK;
}
void GLManager_X11::_internal_set_current_window(GLWindow *p_win) {
_current_window = p_win;
// quick access to x info
_x_windisp.x11_window = _current_window->x11_window;
const GLDisplay &disp = get_current_display();
_x_windisp.x11_display = disp.x11_display;
}
void GLManager_X11::window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height) {
get_window(p_window_id).width = p_width;
get_window(p_window_id).height = p_height;
}
void GLManager_X11::window_destroy(DisplayServer::WindowID p_window_id) {
GLWindow &win = get_window(p_window_id);
win.in_use = false;
if (_current_window == &win) {
_current_window = nullptr;
_x_windisp.x11_display = nullptr;
_x_windisp.x11_window = -1;
}
}
void GLManager_X11::release_current() {
if (!_current_window) {
return;
}
if (!glXMakeCurrent(_x_windisp.x11_display, None, nullptr)) {
ERR_PRINT("glXMakeCurrent failed");
}
_current_window = nullptr;
}
void GLManager_X11::window_make_current(DisplayServer::WindowID p_window_id) {
if (p_window_id == -1) {
return;
}
GLWindow &win = _windows[p_window_id];
if (!win.in_use) {
return;
}
// noop
if (&win == _current_window) {
return;
}
const GLDisplay &disp = get_display(win.gldisplay_id);
if (!glXMakeCurrent(disp.x11_display, win.x11_window, disp.context->glx_context)) {
ERR_PRINT("glXMakeCurrent failed");
}
_internal_set_current_window(&win);
}
void GLManager_X11::make_current() {
if (!_current_window) {
return;
}
if (!_current_window->in_use) {
WARN_PRINT("current window not in use!");
return;
}
const GLDisplay &disp = get_current_display();
if (!glXMakeCurrent(_x_windisp.x11_display, _x_windisp.x11_window, disp.context->glx_context)) {
ERR_PRINT("glXMakeCurrent failed");
}
}
void GLManager_X11::swap_buffers() {
if (!_current_window) {
return;
}
if (!_current_window->in_use) {
WARN_PRINT("current window not in use!");
return;
}
// On X11, when enabled, transparency is always active, so clear alpha manually.
if (OS::get_singleton()->is_layered_allowed()) {
if (!DisplayServer::get_singleton()->window_get_flag(DisplayServer::WINDOW_FLAG_TRANSPARENT, _current_window->window_id)) {
glColorMask(false, false, false, true);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glColorMask(true, true, true, true);
}
}
glXSwapBuffers(_x_windisp.x11_display, _x_windisp.x11_window);
}
Error GLManager_X11::initialize(Display *p_display) {
if (!gladLoaderLoadGLX(p_display, XScreenNumberOfScreen(XDefaultScreenOfDisplay(p_display)))) {
return ERR_CANT_CREATE;
}
return OK;
}
void GLManager_X11::set_use_vsync(bool p_use) {
// force vsync in the editor for now, as a safety measure
bool is_editor = Engine::get_singleton()->is_editor_hint();
if (is_editor) {
p_use = true;
}
// we need an active window to get a display to set the vsync
if (!_current_window) {
return;
}
const GLDisplay &disp = get_current_display();
int val = p_use ? 1 : 0;
if (GLAD_GLX_MESA_swap_control) {
glXSwapIntervalMESA(val);
} else if (GLAD_GLX_SGI_swap_control) {
glXSwapIntervalSGI(val);
} else if (GLAD_GLX_EXT_swap_control) {
GLXDrawable drawable = glXGetCurrentDrawable();
glXSwapIntervalEXT(disp.x11_display, drawable, val);
} else {
return;
}
use_vsync = p_use;
}
bool GLManager_X11::is_using_vsync() const {
return use_vsync;
}
void *GLManager_X11::get_glx_context(DisplayServer::WindowID p_window_id) {
if (p_window_id == -1) {
return nullptr;
}
const GLWindow &win = _windows[p_window_id];
const GLDisplay &disp = get_display(win.gldisplay_id);
return (void *)disp.context->glx_context;
}
GLManager_X11::GLManager_X11(const Vector2i &p_size, ContextType p_context_type) {
context_type = p_context_type;
double_buffer = false;
direct_render = false;
glx_minor = glx_major = 0;
use_vsync = false;
_current_window = nullptr;
}
GLManager_X11::~GLManager_X11() {
release_current();
}
#endif // X11_ENABLED && GLES3_ENABLED