/* * 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. */ #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 }; const EGLint contextAttributes[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; const EGLint defaultDisplayAttributes[] = { // 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, }; 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, 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, }; 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, EGL_PLATFORM_ANGLE_USE_WARP_ANGLE, EGL_TRUE, EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE, EGL_NONE, }; EGLConfig config = NULL; // eglGetPlatformDisplayEXT is an alternative to eglGetDisplay. It allows us to pass in display attributes, used to configure D3D11. PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = reinterpret_cast(eglGetProcAddress("eglGetPlatformDisplayEXT")); if (!eglGetPlatformDisplayEXT) { throw Exception::CreateException(E_FAIL, L"Failed to get function eglGetPlatformDisplayEXT"); } // // 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) { throw Exception::CreateException(E_FAIL, L"Failed to get EGL display"); } if (eglInitialize(mEglDisplay, NULL, NULL) == EGL_FALSE) #endif { // 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; 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; 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)); } surface = eglCreateWindowSurface(mEglDisplay, mEglConfig, reinterpret_cast(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)); }