/**************************************************************************** Copyright (c) 2013 cocos2d-x.org Copyright (c) Microsoft Open Technologies, Inc. http://www.cocos2d-x.org 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 "ShaderCompiler.h" #include "cocos2d.h" #include "CCPrecompiledShaders.h" using namespace Concurrency; using namespace DirectX; using namespace Microsoft::WRL; using namespace Windows::Foundation; using namespace Windows::UI::Core; USING_NS_CC; ShaderCompiler::ShaderCompiler() : m_display(nullptr), m_context(nullptr), m_initialized(false) { } ShaderCompiler::~ShaderCompiler() { CloseAngle(); } bool ShaderCompiler::applicationDidFinishLaunching() { return true; } void ShaderCompiler::applicationDidEnterBackground() { } void ShaderCompiler::applicationWillEnterForeground() { } bool ShaderCompiler::Compile() { bool result = InitializeAngle(ANGLE_D3D_FEATURE_LEVEL::ANGLE_D3D_FEATURE_LEVEL_9_3); Director::getInstance()->setAnimationInterval(1.0 / 60.0); CCShaderCache::getInstance()->loadDefaultShaders(); CCPrecompiledShaders::getInstance()->savePrecompiledShaders(); return result; } // Creates and restores Cocos2d-x after DirectX and Angle contexts are created or updated void ShaderCompiler::InitializeCocos2d() { } void ShaderCompiler::CloseAngle() { eglMakeCurrent(NULL, NULL, NULL, NULL); if (m_display && m_context) { eglDestroyContext(m_context, m_context); } if (m_display) { eglTerminate(m_display); } m_eglWindow = nullptr; } bool ShaderCompiler::InitializeAngle(ANGLE_D3D_FEATURE_LEVEL featureLevel) { // setup EGL EGLint configAttribList[] = { 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_SAMPLE_BUFFERS, 0, EGL_NONE }; EGLint surfaceAttribList[] = { EGL_NONE, EGL_NONE }; EGLint numConfigs; EGLint majorVersion; EGLint minorVersion; EGLConfig config; EGLint contextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE, EGL_NONE }; IUnknown* dummy = nullptr; HRESULT result = CreateWinrtEglWindow(WINRT_EGL_IUNKNOWN(dummy), featureLevel, m_eglWindow.GetAddressOf()); if (!SUCCEEDED(result)) { return false; } m_display = eglGetDisplay(m_eglWindow); if (m_display == EGL_NO_DISPLAY){ return false; } if (!eglInitialize(m_display, &majorVersion, &minorVersion)){ return false; } // Get configs if (!eglGetConfigs(m_display, NULL, 0, &numConfigs)){ return false; } // Choose config if (!eglChooseConfig(m_display, configAttribList, &config, 1, &numConfigs)){ return false; } // Create a GL context m_context = eglCreateContext(m_display, config, EGL_NO_CONTEXT, contextAttribs); if (m_context == EGL_NO_CONTEXT){ return false; } // Make the context current // Note: we are not using a surface if (!eglMakeCurrent(m_display, NULL, NULL, m_context)){ return false; } return true; }