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Engine directory for ticket #1
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Engine/source/gfx/gl/gfxGLWindowTarget.cpp
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79
Engine/source/gfx/gl/gfxGLWindowTarget.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "windowManager/platformWindow.h"
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#include "gfx/gl/gfxGLDevice.h"
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#include "gfx/gl/gfxGLWindowTarget.h"
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#include "gfx/gl/gfxGLTextureObject.h"
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#include "gfx/gl/gfxGLUtils.h"
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GFXGLWindowTarget::GFXGLWindowTarget(PlatformWindow *win, GFXDevice *d)
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: GFXWindowTarget(win), mDevice(d), mContext(NULL), mFullscreenContext(NULL)
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{
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win->appEvent.notify(this, &GFXGLWindowTarget::_onAppSignal);
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}
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void GFXGLWindowTarget::resetMode()
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{
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if(mWindow->getVideoMode().fullScreen != mWindow->isFullscreen())
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{
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_teardownCurrentMode();
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_setupNewMode();
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}
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}
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void GFXGLWindowTarget::_onAppSignal(WindowId wnd, S32 event)
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{
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if(event != WindowHidden)
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return;
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// TODO: Investigate this further.
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// Opening and then closing the console results in framerate dropping at an alarming rate down to 3-4 FPS and then
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// rebounding to it's usual level. Clearing all the volatile VBs prevents this behavior, but I can't explain why.
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// My fear is there is something fundamentally wrong with how we share objects between contexts and this is simply
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// masking the issue for the most common case.
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static_cast<GFXGLDevice*>(mDevice)->mVolatileVBs.clear();
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}
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void GFXGLWindowTarget::resolveTo(GFXTextureObject* obj)
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{
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AssertFatal(dynamic_cast<GFXGLTextureObject*>(obj), "GFXGLTextureTarget::resolveTo - Incorrect type of texture, expected a GFXGLTextureObject");
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GFXGLTextureObject* glTexture = static_cast<GFXGLTextureObject*>(obj);
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PRESERVE_FRAMEBUFFER();
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GLuint dest;
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glGenFramebuffersEXT(1, &dest);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, dest);
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glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, glTexture->getHandle(), 0);
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0);
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glBlitFramebufferEXT(0, 0, getSize().x, getSize().y,
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0, 0, glTexture->getWidth(), glTexture->getHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
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glDeleteFramebuffersEXT(1, &dest);
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}
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