axmol/cocos/platform/win8.1-universal/OpenGLES.cpp

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/*
* cocos2d-x http://www.cocos2d-x.org
*
* Copyright (c) 2010-2014 - cocos2d-x community
*
* Portions Copyright (c) Microsoft Open Technologies, Inc.
* All Rights Reserved
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and limitations under the License.
*/
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#include "OpenGLES.h"
using namespace Platform;
using namespace Windows::UI::Xaml::Controls;
using namespace Windows::Foundation;
using namespace Windows::Foundation::Collections;
OpenGLES::OpenGLES() :
mEglConfig(nullptr),
mEglDisplay(EGL_NO_DISPLAY),
mEglContext(EGL_NO_CONTEXT)
{
Initialize();
}
OpenGLES::~OpenGLES()
{
Cleanup();
}
void OpenGLES::Initialize()
{
const EGLint configAttributes[] =
{
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_DEPTH_SIZE, 8,
EGL_STENCIL_SIZE, 8,
EGL_NONE
};
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const EGLint contextAttributes[] =
{
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
const EGLint defaultDisplayAttributes[] =
{
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// These are the default display attributes, used to request ANGLE's D3D11 renderer.
// eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+.
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
// EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices.
// Its syntax is subject to change, though. Please update your Visual Studio templates if you experience compilation issues with it.
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_NONE,
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};
const EGLint fl9_3DisplayAttributes[] =
{
// These can be used to request ANGLE's D3D11 renderer, with D3D11 Feature Level 9_3.
// These attributes are used if the call to eglInitialize fails with the default display attributes.
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
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EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9,
EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3,
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_NONE,
};
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const EGLint warpDisplayAttributes[] =
{
// These attributes can be used to request D3D11 WARP.
// They are used if eglInitialize fails with both the default display attributes and the 9_3 display attributes.
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
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EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE,
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EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_NONE,
};
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EGLConfig config = NULL;
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// eglGetPlatformDisplayEXT is an alternative to eglGetDisplay. It allows us to pass in display attributes, used to configure D3D11.
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = reinterpret_cast<PFNEGLGETPLATFORMDISPLAYEXTPROC>(eglGetProcAddress("eglGetPlatformDisplayEXT"));
if (!eglGetPlatformDisplayEXT)
{
throw Exception::CreateException(E_FAIL, L"Failed to get function eglGetPlatformDisplayEXT");
}
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//
// To initialize the display, we make three sets of calls to eglGetPlatformDisplayEXT and eglInitialize, with varying
// parameters passed to eglGetPlatformDisplayEXT:
// 1) The first calls uses "defaultDisplayAttributes" as a parameter. This corresponds to D3D11 Feature Level 10_0+.
// 2) If eglInitialize fails for step 1 (e.g. because 10_0+ isn't supported by the default GPU), then we try again
// using "fl9_3DisplayAttributes". This corresponds to D3D11 Feature Level 9_3.
// 3) If eglInitialize fails for step 2 (e.g. because 9_3+ isn't supported by the default GPU), then we try again
// using "warpDisplayAttributes". This corresponds to D3D11 Feature Level 11_0 on WARP, a D3D11 software rasterizer.
//
// Note: On Windows Phone, we #ifdef out the first set of calls to eglPlatformDisplayEXT and eglInitialize.
// Windows Phones devices only support D3D11 Feature Level 9_3, but the Windows Phone emulator supports 11_0+.
// We use this #ifdef to limit the Phone emulator to Feature Level 9_3, making it behave more like
// real Windows Phone devices.
// If you wish to test Feature Level 10_0+ in the Windows Phone emulator then you should remove this #ifdef.
//
#if (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP)
// This tries to initialize EGL to D3D11 Feature Level 10_0+. See above comment for details.
mEglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, defaultDisplayAttributes);
if (mEglDisplay == EGL_NO_DISPLAY)
{
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throw Exception::CreateException(E_FAIL, L"Failed to get EGL display");
}
if (eglInitialize(mEglDisplay, NULL, NULL) == EGL_FALSE)
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#endif
{
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// This tries to initialize EGL to D3D11 Feature Level 9_3, if 10_0+ is unavailable (e.g. on Windows Phone, or certain Windows tablets).
mEglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, fl9_3DisplayAttributes);
if (mEglDisplay == EGL_NO_DISPLAY)
{
throw Exception::CreateException(E_FAIL, L"Failed to get EGL display");
}
if (eglInitialize(mEglDisplay, NULL, NULL) == EGL_FALSE)
{
// This initializes EGL to D3D11 Feature Level 11_0 on WARP, if 9_3+ is unavailable on the default GPU (e.g. on Surface RT).
mEglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, warpDisplayAttributes);
if (mEglDisplay == EGL_NO_DISPLAY)
{
throw Exception::CreateException(E_FAIL, L"Failed to get EGL display");
}
if (eglInitialize(mEglDisplay, NULL, NULL) == EGL_FALSE)
{
// If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
throw Exception::CreateException(E_FAIL, L"Failed to initialize EGL");
}
}
}
EGLint numConfigs = 0;
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if ((eglChooseConfig(mEglDisplay, configAttributes, &mEglConfig, 1, &numConfigs) == EGL_FALSE) || (numConfigs == 0))
{
throw Exception::CreateException(E_FAIL, L"Failed to choose first EGLConfig");
}
mEglContext = eglCreateContext(mEglDisplay, mEglConfig, EGL_NO_CONTEXT, contextAttributes);
if (mEglContext == EGL_NO_CONTEXT)
{
throw Exception::CreateException(E_FAIL, L"Failed to create EGL context");
}
}
void OpenGLES::Cleanup()
{
if (mEglDisplay != EGL_NO_DISPLAY && mEglContext != EGL_NO_CONTEXT)
{
eglDestroyContext(mEglDisplay, mEglContext);
mEglContext = EGL_NO_CONTEXT;
}
if (mEglDisplay != EGL_NO_DISPLAY)
{
eglTerminate(mEglDisplay);
mEglDisplay = EGL_NO_DISPLAY;
}
}
void OpenGLES::Reset()
{
Cleanup();
Initialize();
}
EGLSurface OpenGLES::CreateSurface(SwapChainPanel^ panel, const Size* renderSurfaceSize)
{
if (!panel)
{
throw Exception::CreateException(E_INVALIDARG, L"SwapChainPanel parameter is invalid");
}
EGLSurface surface = EGL_NO_SURFACE;
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const EGLint surfaceAttributes[] =
{
// EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER is part of the same optimization as EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER (see above).
// If you have compilation issues with it then please update your Visual Studio templates.
EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_NONE
};
// Create a PropertySet and initialize with the EGLNativeWindowType.
PropertySet^ surfaceCreationProperties = ref new PropertySet();
surfaceCreationProperties->Insert(ref new String(EGLNativeWindowTypeProperty), panel);
// If a render surface size is specified, add it to the surface creation properties
if (renderSurfaceSize != nullptr)
{
surfaceCreationProperties->Insert(ref new String(EGLRenderSurfaceSizeProperty), PropertyValue::CreateSize(*renderSurfaceSize));
}
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surface = eglCreateWindowSurface(mEglDisplay, mEglConfig, reinterpret_cast<IInspectable*>(surfaceCreationProperties), surfaceAttributes);
if (surface == EGL_NO_SURFACE)
{
throw Exception::CreateException(E_FAIL, L"Failed to create EGL surface");
}
return surface;
}
void OpenGLES::DestroySurface(const EGLSurface surface)
{
if (mEglDisplay != EGL_NO_DISPLAY && surface != EGL_NO_SURFACE)
{
eglDestroySurface(mEglDisplay, surface);
}
}
void OpenGLES::MakeCurrent(const EGLSurface surface)
{
if (eglMakeCurrent(mEglDisplay, surface, surface, mEglContext) == EGL_FALSE)
{
throw Exception::CreateException(E_FAIL, L"Failed to make EGLSurface current");
}
}
EGLBoolean OpenGLES::SwapBuffers(const EGLSurface surface)
{
return (eglSwapBuffers(mEglDisplay, surface));
}