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// Copyright 2016 The SwiftShader Authors. 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.
// 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 = nullptr;
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(nullptr), mWidth(width), mHeight(height)
{
frameBuffer = 0;
backBuffer = 0;
mDepthStencil = nullptr;
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 = nullptr;
}
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)
{
frameBuffer->flip(backBuffer);
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;
}
}