OpenGL multiple canvas support

This commit is contained in:
rextimmy 2016-12-14 22:01:18 +10:00
parent efab1299ca
commit 08c0195cba
4 changed files with 60 additions and 28 deletions

View file

@ -37,7 +37,7 @@ GFX_ImplementTextureProfile( BackBufferDepthProfile,
GFXGLWindowTarget::GFXGLWindowTarget(PlatformWindow *win, GFXDevice *d)
: GFXWindowTarget(win), mDevice(d), mContext(NULL), mFullscreenContext(NULL)
, mCopyFBO(0), mBackBufferFBO(0)
, mCopyFBO(0), mBackBufferFBO(0), mSecondaryWindow(false)
{
win->appEvent.notify(this, &GFXGLWindowTarget::_onAppSignal);
}
@ -52,7 +52,14 @@ GFXGLWindowTarget::~GFXGLWindowTarget()
void GFXGLWindowTarget::resetMode()
{
if(mWindow->getVideoMode().fullScreen != mWindow->isFullscreen())
// Do some validation...
bool fullscreen = mWindow->getVideoMode().fullScreen;
if (fullscreen && mSecondaryWindow)
{
AssertFatal(false, "GFXGLWindowTarget::resetMode - Cannot go fullscreen with secondary window!");
}
if(fullscreen != mWindow->isFullscreen())
{
_teardownCurrentMode();
_setupNewMode();

View file

@ -50,6 +50,9 @@ public:
virtual void resolveTo(GFXTextureObject* obj);
void _onAppSignal(WindowId wnd, S32 event);
// create pixel format for the window
void createPixelFormat();
private:
friend class GFXGLDevice;
@ -58,6 +61,8 @@ private:
GFXTexHandle mBackBufferColorTex, mBackBufferDepthTex;
Point2I size;
GFXDevice* mDevice;
/// Is this a secondary window
bool mSecondaryWindow;
void* mContext;
void* mFullscreenContext;
void _teardownCurrentMode();
@ -66,6 +71,7 @@ private:
void _WindowPresent();
//set this windows context to be current
void _makeContextCurrent();
};
#endif

View file

@ -191,19 +191,21 @@ U32 GFXGLDevice::getTotalVideoMemory()
GFXWindowTarget *GFXGLDevice::allocWindowTarget( PlatformWindow *window )
{
AssertFatal(!mContext, "This GFXGLDevice is already assigned to a window");
GFXGLWindowTarget* ggwt = 0;
if( !mContext )
{
// no context, init the device now
init(window->getVideoMode(), window);
ggwt = new GFXGLWindowTarget(window, this);
ggwt->registerResourceWithDevice(this);
ggwt->mContext = mContext;
}
GFXGLWindowTarget* ggwt = new GFXGLWindowTarget(window, this);
return ggwt;
//first window
if (!mContext)
{
init(window->getVideoMode(), window);
ggwt->mSecondaryWindow = false;
}
else
ggwt->mSecondaryWindow = true;
ggwt->registerResourceWithDevice(this);
ggwt->mContext = mContext;
return ggwt;
}
GFXFence* GFXGLDevice::_createPlatformSpecificFence()

View file

@ -255,14 +255,6 @@ void GFXGLDevice::init( const GFXVideoMode &mode, PlatformWindow *window )
HDC hdcGL = GetDC( hwnd );
AssertFatal( hdcGL != NULL, "Failed to create device context" );
// Create pixel format descriptor...
PIXELFORMATDESCRIPTOR pfd;
CreatePixelFormat( &pfd, 32, 0, 0, false ); // 32 bit color... We do not need depth or stencil, OpenGL renders into a FBO and then copy the image to window
if( !SetPixelFormat( hdcGL, ChoosePixelFormat( hdcGL, &pfd ), &pfd ) )
{
AssertFatal( false, "GFXGLDevice::init - cannot get the one and only pixel format we check for." );
}
int OGL_MAJOR = 3;
int OGL_MINOR = 2;
@ -330,13 +322,21 @@ U32 GFXGLDevice::getTotalVideoMemory()
//------------------------------------------------------------------------------
GFXWindowTarget *GFXGLDevice::allocWindowTarget( PlatformWindow *window )
GFXWindowTarget *GFXGLDevice::allocWindowTarget(PlatformWindow *window)
{
AssertFatal(!mContext, "");
init(window->getVideoMode(), window);
GFXGLWindowTarget *ggwt = new GFXGLWindowTarget(window, this);
ggwt->registerResourceWithDevice(this);
ggwt->createPixelFormat();
//first window
if (!mContext)
{
init(window->getVideoMode(), window);
ggwt->mSecondaryWindow = false;
}
else
ggwt->mSecondaryWindow = true;
ggwt->mContext = mContext;
AssertFatal(ggwt->mContext, "GFXGLDevice::allocWindowTarget - failed to allocate window target!");
@ -364,15 +364,32 @@ void GFXGLWindowTarget::_setupNewMode()
{
}
void GFXGLWindowTarget::createPixelFormat()
{
HWND hwnd = GETHWND(mWindow);
// Create a device context
HDC hdcGL = GetDC(hwnd);
AssertFatal(hdcGL != NULL, "GFXGLWindowTarget::createPixelFormat() - Failed to create device context");
// Create pixel format descriptor...
PIXELFORMATDESCRIPTOR pfd;
CreatePixelFormat(&pfd, 32, 0, 0, false); // 32 bit color... We do not need depth or stencil, OpenGL renders into a FBO and then copy the image to window
if (!SetPixelFormat(hdcGL, ChoosePixelFormat(hdcGL, &pfd), &pfd))
{
AssertFatal(false, "GFXGLWindowTarget::createPixelFormat() - cannot get the one and only pixel format we check for.");
}
}
void GFXGLWindowTarget::_makeContextCurrent()
{
HWND hwnd = GETHWND(getWindow());
HDC hdc = GetDC(hwnd);
if (!wglMakeCurrent(hdc, (HGLRC)mContext))
{
//HRESULT if needed for debug
//HRESULT hr = HRESULT_FROM_WIN32(GetLastError());
AssertFatal(false, "GFXGLWindowTarget::_makeContextCurrent() - cannot make our context current.");
}
}
}