| // SwiftShader Software Renderer | |
| // | |
| // Copyright(c) 2005-2013 TransGaming Inc. | |
| // | |
| // All rights reserved. No part of this software may be copied, distributed, transmitted, | |
| // transcribed, stored in a retrieval system, translated into any human or computer | |
| // language by any means, or disclosed to third parties without the explicit written | |
| // agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express | |
| // or implied, including but not limited to any patent rights, are granted to you. | |
| // | |
| // Surface.cpp: Implements the Surface class, representing a drawing surface | |
| // such as the client area of a window, including any back buffers. | |
| #include "Surface.h" | |
| #include "main.h" | |
| #include "Display.h" | |
| #include "Image.hpp" | |
| #include "Context.h" | |
| #include "common/debug.h" | |
| #include "Main/FrameBuffer.hpp" | |
| #if defined(_WIN32) | |
| #include <tchar.h> | |
| #endif | |
| #include <algorithm> | |
| namespace gl | |
| { | |
| Surface::Surface(Display *display, NativeWindowType window) | |
| : mDisplay(display), mWindow(window) | |
| { | |
| frameBuffer = 0; | |
| backBuffer = 0; | |
| mDepthStencil = NULL; | |
| mTextureFormat = GL_NONE; | |
| mTextureTarget = GL_NONE; | |
| mSwapInterval = -1; | |
| setSwapInterval(1); | |
| } | |
| Surface::Surface(Display *display, GLint width, GLint height, GLenum textureFormat, GLenum textureType) | |
| : mDisplay(display), mWindow(NULL), mWidth(width), mHeight(height) | |
| { | |
| frameBuffer = 0; | |
| backBuffer = 0; | |
| mDepthStencil = NULL; | |
| mWindowSubclassed = false; | |
| mTextureFormat = textureFormat; | |
| mTextureTarget = textureType; | |
| mSwapInterval = -1; | |
| setSwapInterval(1); | |
| } | |
| Surface::~Surface() | |
| { | |
| release(); | |
| } | |
| bool Surface::initialize() | |
| { | |
| ASSERT(!frameBuffer && !backBuffer && !mDepthStencil); | |
| return reset(); | |
| } | |
| void Surface::release() | |
| { | |
| if(mDepthStencil) | |
| { | |
| mDepthStencil->release(); | |
| mDepthStencil = NULL; | |
| } | |
| if(backBuffer) | |
| { | |
| backBuffer->release(); | |
| backBuffer = 0; | |
| } | |
| delete frameBuffer; | |
| frameBuffer = 0; | |
| } | |
| bool Surface::reset() | |
| { | |
| if(!mWindow) | |
| { | |
| return reset(mWidth, mHeight); | |
| } | |
| // FIXME: Wrap into an abstract Window class | |
| #if defined(_WIN32) | |
| RECT windowRect; | |
| GetClientRect(mWindow, &windowRect); | |
| return reset(windowRect.right - windowRect.left, windowRect.bottom - windowRect.top); | |
| #else | |
| XWindowAttributes windowAttributes; | |
| XGetWindowAttributes(mDisplay->getNativeDisplay(), mWindow, &windowAttributes); | |
| return reset(windowAttributes.width, windowAttributes.height); | |
| #endif | |
| } | |
| bool Surface::reset(int backBufferWidth, int backBufferHeight) | |
| { | |
| release(); | |
| if(mWindow) | |
| { | |
| frameBuffer = ::createFrameBuffer(mDisplay->getNativeDisplay(), mWindow, backBufferWidth, backBufferHeight); | |
| if(!frameBuffer) | |
| { | |
| ERR("Could not create frame buffer"); | |
| release(); | |
| return error(GL_OUT_OF_MEMORY, false); | |
| } | |
| } | |
| backBuffer = new Image(0, backBufferWidth, backBufferHeight, GL_RGB, GL_UNSIGNED_BYTE); | |
| if(!backBuffer) | |
| { | |
| ERR("Could not create back buffer"); | |
| release(); | |
| return error(GL_OUT_OF_MEMORY, false); | |
| } | |
| if(true) // Always provide a depth/stencil buffer | |
| { | |
| mDepthStencil = new Image(0, backBufferWidth, backBufferHeight, sw::FORMAT_D24S8, 1, false, true); | |
| if(!mDepthStencil) | |
| { | |
| ERR("Could not create depth/stencil buffer for surface"); | |
| release(); | |
| return error(GL_OUT_OF_MEMORY, false); | |
| } | |
| } | |
| mWidth = backBufferWidth; | |
| mHeight = backBufferHeight; | |
| return true; | |
| } | |
| void Surface::swap() | |
| { | |
| if(backBuffer) | |
| { | |
| void *source = backBuffer->lockInternal(0, 0, 0, sw::LOCK_READONLY, sw::PUBLIC); | |
| frameBuffer->flip(source, backBuffer->getInternalFormat()); | |
| backBuffer->unlockInternal(); | |
| checkForResize(); | |
| } | |
| } | |
| Image *Surface::getRenderTarget() | |
| { | |
| if(backBuffer) | |
| { | |
| backBuffer->addRef(); | |
| } | |
| return backBuffer; | |
| } | |
| Image *Surface::getDepthStencil() | |
| { | |
| if(mDepthStencil) | |
| { | |
| mDepthStencil->addRef(); | |
| } | |
| return mDepthStencil; | |
| } | |
| void Surface::setSwapInterval(GLint interval) | |
| { | |
| if(mSwapInterval == interval) | |
| { | |
| return; | |
| } | |
| mSwapInterval = interval; | |
| mSwapInterval = std::max(mSwapInterval, mDisplay->getMinSwapInterval()); | |
| mSwapInterval = std::min(mSwapInterval, mDisplay->getMaxSwapInterval()); | |
| } | |
| GLint Surface::getWidth() const | |
| { | |
| return mWidth; | |
| } | |
| GLint Surface::getHeight() const | |
| { | |
| return mHeight; | |
| } | |
| GLenum Surface::getTextureFormat() const | |
| { | |
| return mTextureFormat; | |
| } | |
| GLenum Surface::getTextureTarget() const | |
| { | |
| return mTextureTarget; | |
| } | |
| bool Surface::checkForResize() | |
| { | |
| #if defined(_WIN32) | |
| RECT client; | |
| if(!GetClientRect(mWindow, &client)) | |
| { | |
| ASSERT(false); | |
| return false; | |
| } | |
| int clientWidth = client.right - client.left; | |
| int clientHeight = client.bottom - client.top; | |
| #else | |
| XWindowAttributes windowAttributes; | |
| XGetWindowAttributes(mDisplay->getNativeDisplay(), mWindow, &windowAttributes); | |
| int clientWidth = windowAttributes.width; | |
| int clientHeight = windowAttributes.height; | |
| #endif | |
| bool sizeDirty = clientWidth != getWidth() || clientHeight != getHeight(); | |
| if(sizeDirty) | |
| { | |
| reset(clientWidth, clientHeight); | |
| if(getCurrentDrawSurface() == this) | |
| { | |
| getContext()->makeCurrent(this); | |
| } | |
| return true; | |
| } | |
| return false; | |
| } | |
| } |