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