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299 lines
8.6 KiB
C++
299 lines
8.6 KiB
C++
/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file eglGraphicsWindow.cxx
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* @author rdb
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* @date 2009-05-21
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*/
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#include "eglGraphicsWindow.h"
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#include "eglGraphicsStateGuardian.h"
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#include "config_egldisplay.h"
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#include "eglGraphicsPipe.h"
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#include "graphicsPipe.h"
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#include "keyboardButton.h"
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#include "mouseButton.h"
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#include "clockObject.h"
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#include "pStatTimer.h"
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#include "textEncoder.h"
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#include "throw_event.h"
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#include "lightReMutexHolder.h"
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#include "nativeWindowHandle.h"
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#include "get_x11.h"
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TypeHandle eglGraphicsWindow::_type_handle;
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/**
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*
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*/
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eglGraphicsWindow::
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eglGraphicsWindow(GraphicsEngine *engine, GraphicsPipe *pipe,
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const string &name,
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const FrameBufferProperties &fb_prop,
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const WindowProperties &win_prop,
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int flags,
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GraphicsStateGuardian *gsg,
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GraphicsOutput *host) :
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x11GraphicsWindow(engine, pipe, name, fb_prop, win_prop, flags, gsg, host)
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{
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eglGraphicsPipe *egl_pipe;
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DCAST_INTO_V(egl_pipe, _pipe);
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_egl_display = egl_pipe->_egl_display;
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_egl_surface = 0;
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}
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/**
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*
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*/
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eglGraphicsWindow::
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~eglGraphicsWindow() {
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}
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/**
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* Forces the pointer to the indicated position within the window, if
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* possible.
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*
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* Returns true if successful, false on failure. This may fail if the mouse
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* is not currently within the window, or if the API doesn't support this
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* operation.
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*/
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bool eglGraphicsWindow::
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move_pointer(int device, int x, int y) {
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// Note: this is not thread-safe; it should be called only from App.
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// Probably not an issue.
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if (device == 0) {
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// Move the system mouse pointer.
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if (!_properties.get_foreground() ||
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!_input_devices[0].get_pointer().get_in_window()) {
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// If the window doesn't have input focus, or the mouse isn't currently
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// within the window, forget it.
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return false;
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}
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const MouseData &md = _input_devices[0].get_pointer();
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if (!md.get_in_window() || md.get_x() != x || md.get_y() != y) {
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XWarpPointer(_display, None, _xwindow, 0, 0, 0, 0, x, y);
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_input_devices[0].set_pointer_in_window(x, y);
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}
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return true;
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} else {
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// Move a raw mouse.
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if ((device < 1)||(device >= _input_devices.size())) {
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return false;
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}
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_input_devices[device].set_pointer_in_window(x, y);
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return true;
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}
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}
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/**
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* This function will be called within the draw thread before beginning
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* rendering for a given frame. It should do whatever setup is required, and
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* return true if the frame should be rendered, or false if it should be
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* skipped.
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*/
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bool eglGraphicsWindow::
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begin_frame(FrameMode mode, Thread *current_thread) {
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PStatTimer timer(_make_current_pcollector, current_thread);
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begin_frame_spam(mode);
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if (_gsg == (GraphicsStateGuardian *)NULL) {
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return false;
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}
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if (_awaiting_configure) {
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// Don't attempt to draw while we have just reconfigured the window and we
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// haven't got the notification back yet.
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return false;
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}
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eglGraphicsStateGuardian *eglgsg;
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DCAST_INTO_R(eglgsg, _gsg, false);
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{
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LightReMutexHolder holder(eglGraphicsPipe::_x_mutex);
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if (eglGetCurrentDisplay() == _egl_display &&
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eglGetCurrentSurface(EGL_READ) == _egl_surface &&
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eglGetCurrentSurface(EGL_DRAW) == _egl_surface &&
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eglGetCurrentContext() == eglgsg->_context) {
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// No need to make the context current again. Short-circuit this
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// possibly-expensive call.
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} else {
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// Need to set the context.
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if (!eglMakeCurrent(_egl_display, _egl_surface, _egl_surface, eglgsg->_context)) {
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egldisplay_cat.error() << "Failed to call eglMakeCurrent: "
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<< get_egl_error_string(eglGetError()) << "\n";
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}
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}
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}
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// Now that we have made the context current to a window, we can reset the
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// GSG state if this is the first time it has been used. (We can't just
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// call reset() when we construct the GSG, because reset() requires having a
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// current context.)
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eglgsg->reset_if_new();
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if (mode == FM_render) {
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// begin_render_texture();
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clear_cube_map_selection();
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}
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_gsg->set_current_properties(&get_fb_properties());
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return _gsg->begin_frame(current_thread);
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}
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/**
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* This function will be called within the draw thread after rendering is
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* completed for a given frame. It should do whatever finalization is
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* required.
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*/
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void eglGraphicsWindow::
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end_frame(FrameMode mode, Thread *current_thread) {
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end_frame_spam(mode);
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nassertv(_gsg != (GraphicsStateGuardian *)NULL);
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if (mode == FM_render) {
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// end_render_texture();
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copy_to_textures();
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}
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_gsg->end_frame(current_thread);
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if (mode == FM_render) {
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trigger_flip();
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clear_cube_map_selection();
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}
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}
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/**
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* This function will be called within the draw thread after begin_flip() has
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* been called on all windows, to finish the exchange of the front and back
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* buffers.
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*
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* This should cause the window to wait for the flip, if necessary.
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*/
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void eglGraphicsWindow::
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end_flip() {
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if (_gsg != (GraphicsStateGuardian *)NULL && _flip_ready) {
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// It doesn't appear to be necessary to ensure the graphics context is
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// current before flipping the windows, and insisting on doing so can be a
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// significant performance hit.
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// make_current();
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LightReMutexHolder holder(eglGraphicsPipe::_x_mutex);
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eglSwapBuffers(_egl_display, _egl_surface);
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}
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GraphicsWindow::end_flip();
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}
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/**
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* Closes the window right now. Called from the window thread.
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*/
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void eglGraphicsWindow::
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close_window() {
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if (_gsg != (GraphicsStateGuardian *)NULL) {
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if (!eglMakeCurrent(_egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)) {
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egldisplay_cat.error() << "Failed to call eglMakeCurrent: "
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<< get_egl_error_string(eglGetError()) << "\n";
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}
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_gsg.clear();
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}
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if (_ic != (XIC)NULL) {
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XDestroyIC(_ic);
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_ic = (XIC)NULL;
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}
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if (_egl_surface != 0) {
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if (!eglDestroySurface(_egl_display, _egl_surface)) {
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egldisplay_cat.error() << "Failed to destroy surface: "
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<< get_egl_error_string(eglGetError()) << "\n";
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}
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}
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if (_xwindow != (X11_Window)NULL) {
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XDestroyWindow(_display, _xwindow);
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_xwindow = (X11_Window)NULL;
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// This may be necessary if we just closed the last X window in an
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// application, so the server hears the close request.
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XFlush(_display);
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}
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GraphicsWindow::close_window();
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}
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/**
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* Opens the window right now. Called from the window thread. Returns true
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* if the window is successfully opened, or false if there was a problem.
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*/
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bool eglGraphicsWindow::
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open_window() {
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eglGraphicsPipe *egl_pipe;
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DCAST_INTO_R(egl_pipe, _pipe, false);
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// GSG CreationInitialization
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eglGraphicsStateGuardian *eglgsg;
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if (_gsg == 0) {
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// There is no old gsg. Create a new one.
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eglgsg = new eglGraphicsStateGuardian(_engine, _pipe, NULL);
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eglgsg->choose_pixel_format(_fb_properties, egl_pipe->get_display(), egl_pipe->get_screen(), false, false);
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_gsg = eglgsg;
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} else {
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// If the old gsg has the wrong pixel format, create a new one that shares
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// with the old gsg.
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DCAST_INTO_R(eglgsg, _gsg, false);
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if (!eglgsg->get_fb_properties().subsumes(_fb_properties)) {
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eglgsg = new eglGraphicsStateGuardian(_engine, _pipe, eglgsg);
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eglgsg->choose_pixel_format(_fb_properties, egl_pipe->get_display(), egl_pipe->get_screen(), false, false);
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_gsg = eglgsg;
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}
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}
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_visual_info = eglgsg->_visual;
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if (_visual_info == NULL) {
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// No X visual for this fbconfig; how can we open the window?
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egldisplay_cat.error()
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<< "No X visual: cannot open window.\n";
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return false;
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}
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setup_colormap(_visual_info);
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if (!x11GraphicsWindow::open_window()) {
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return false;
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}
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_egl_surface = eglCreateWindowSurface(_egl_display, eglgsg->_fbconfig, (NativeWindowType) _xwindow, NULL);
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if (eglGetError() != EGL_SUCCESS) {
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egldisplay_cat.error()
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<< "Failed to create window surface.\n";
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return false;
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}
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if (!eglMakeCurrent(_egl_display, _egl_surface, _egl_surface, eglgsg->_context)) {
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egldisplay_cat.error() << "Failed to call eglMakeCurrent: "
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<< get_egl_error_string(eglGetError()) << "\n";
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}
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eglgsg->reset_if_new();
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if (!eglgsg->is_valid()) {
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close_window();
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return false;
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}
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if (!eglgsg->get_fb_properties().verify_hardware_software
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(_fb_properties, eglgsg->get_gl_renderer())) {
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close_window();
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return false;
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}
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_fb_properties = eglgsg->get_fb_properties();
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return true;
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}
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