Torque3D/Engine/source/gfx/gl/sdl/gfxGLDevice.sdl.cpp
Areloch 368b687043 This implements a fix to an issue with the CICD that causes a segfault.
The fix adds a sanity check to the D3D and GL device enumeration function that exits early if there's no registered display from the OS(implying it's running in commandline).
With newer versions of SDL, attempting to enumerate the GL device causes a segfault because the OS will return back a valid context, but the context isn't actually valid. So when tested against, it crashes. Avoiding enumerating the device when you're not in a position to render works around the issue.

TODO: If the machine is running in terminal-only mode, and thus has no valid render context, but still has a monitor plugged into the machine, it can sidestep the sanity check and still result in a segfault. Need a more robust check for that circumstance in a future fix.
2023-07-23 01:04:29 -05:00

272 lines
8 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#if defined( TORQUE_SDL ) && !defined( TORQUE_DEDICATED )
#include "gfx/gfxCubemap.h"
#include "gfx/screenshot.h"
#include "gfx/gl/gfxGLDevice.h"
#include "gfx/gl/gfxGLEnumTranslate.h"
#include "gfx/gl/gfxGLVertexBuffer.h"
#include "gfx/gl/gfxGLPrimitiveBuffer.h"
#include "gfx/gl/gfxGLTextureTarget.h"
#include "gfx/gl/gfxGLWindowTarget.h"
#include "gfx/gl/gfxGLTextureManager.h"
#include "gfx/gl/gfxGLTextureObject.h"
#include "gfx/gl/gfxGLCubemap.h"
#include "gfx/gl/gfxGLCardProfiler.h"
#include "windowManager/sdl/sdlWindow.h"
#include "platform/platformGL.h"
#include "SDL.h"
extern void loadGLCore();
extern void loadGLExtensions(void* context);
void EnumerateVideoModes(Vector<GFXVideoMode>& outModes)
{
int count = SDL_GetNumDisplayModes( 0 );
if( count < 0)
{
AssertFatal(0, "");
return;
}
SDL_DisplayMode mode;
for(int i = 0; i < count; ++i)
{
SDL_GetDisplayMode( 0, i, &mode);
GFXVideoMode outMode;
outMode.resolution.set( mode.w, mode.h );
outMode.refreshRate = mode.refresh_rate;
// BBP = 32 for some reason the engine knows it should be 32, but then we
// add some extra code to break what the engine knows.
//outMode.bitDepth = SDL_BYTESPERPIXEL( mode.format ); // sets bitdepths to 4
//outMode.bitDepth = SDL_BITSPERPIXEL(mode.format); // sets bitdepth to 24
// hardcoded magic numbers ftw
// This value is hardcoded in DX, probably to avoid the shenanigans going on here
outMode.bitDepth = 32;
outMode.wideScreen = (mode.w / mode.h) > (4 / 3);
outMode.fullScreen = true;
outModes.push_back( outMode );
}
}
void GFXGLDevice::enumerateAdapters( Vector<GFXAdapter*> &adapterList )
{
S32 monitorCount = PlatformWindowManager::get()->getMonitorCount();
if (monitorCount < 1)
return;
AssertFatal( SDL_WasInit(SDL_INIT_VIDEO), "");
PlatformGL::init(); // for hints about context creation
// Create a dummy window & openGL context so that gl functions can be used here
SDL_Window* tempWindow = SDL_CreateWindow(
"", // window title
SDL_WINDOWPOS_UNDEFINED, // initial x position
SDL_WINDOWPOS_UNDEFINED, // initial y position
640, // width, in pixels
480, // height, in pixels
SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN // flags - see below
);
if (!tempWindow)
{
const char* err = SDL_GetError();
Con::printf(err);
AssertFatal(0, err);
return;
}
SDL_ClearError();
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, 1);
SDL_GLContext tempContext = SDL_GL_CreateContext( tempWindow );
if( !tempContext )
{
const char *err = SDL_GetError();
Con::printf( err );
AssertFatal(0, err );
return;
}
SDL_ClearError();
SDL_GL_MakeCurrent( tempWindow, tempContext );
const char *err = SDL_GetError();
if( err && err[0] )
{
Con::printf( err );
AssertFatal(0, err );
}
// Init GL
loadGLCore();
loadGLExtensions(tempContext);
//check minimun Opengl 3.3
int major, minor;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
if( major < 3 || ( major == 3 && minor < 3 ) )
{
return;
}
//check for required extensions
if (!gglHasExtension(ARB_texture_cube_map_array))
{
Con::warnf("Adapater supports OpenGL 3.3 but doesnt support GL_ARB_texture_cube_map_array");
return;
}
if (!gglHasExtension(ARB_gpu_shader5))
{
Con::warnf("Adapater supports OpenGL 3.3 but doesnt support GL_ARB_gpu_shader5");
return;
}
GFXAdapter *toAdd = new GFXAdapter;
toAdd->mIndex = 0;
const char* renderer = (const char*) glGetString( GL_RENDERER );
AssertFatal( renderer != NULL, "GL_RENDERER returned NULL!" );
if (renderer)
{
dStrcpy(toAdd->mName, renderer, GFXAdapter::MaxAdapterNameLen);
dStrcat(toAdd->mName, " OpenGL", GFXAdapter::MaxAdapterNameLen);
}
else
dStrcpy(toAdd->mName, "OpenGL", GFXAdapter::MaxAdapterNameLen);
toAdd->mType = OpenGL;
toAdd->mShaderModel = 0.f;
toAdd->mCreateDeviceInstanceDelegate = mCreateDeviceInstance;
// Enumerate all available resolutions:
EnumerateVideoModes(toAdd->mAvailableModes);
// Add to the list of available adapters.
adapterList.push_back(toAdd);
// Cleanup window & open gl context
SDL_DestroyWindow( tempWindow );
SDL_GL_DeleteContext( tempContext );
}
void GFXGLDevice::enumerateVideoModes()
{
mVideoModes.clear();
EnumerateVideoModes(mVideoModes);
}
void GFXGLDevice::init( const GFXVideoMode &mode, PlatformWindow *window )
{
AssertFatal(window, "GFXGLDevice::init - no window specified, can't init device without a window!");
PlatformWindowSDL* sdlWindow = dynamic_cast<PlatformWindowSDL*>(window);
AssertFatal(sdlWindow, "Window is not a valid PlatformWindowSDL object");
// Create OpenGL context
mContext = PlatformGL::CreateContextGL( sdlWindow );
PlatformGL::MakeCurrentGL( sdlWindow, mContext );
loadGLCore();
loadGLExtensions(mContext);
// It is very important that extensions be loaded before we call initGLState()
initGLState();
mProjectionMatrix.identity();
mInitialized = true;
deviceInited();
}
bool GFXGLDevice::beginSceneInternal()
{
mCanCurrentlyRender = true;
return true;
}
U32 GFXGLDevice::getTotalVideoMemory()
{
return getTotalVideoMemory_GL_EXT();
}
//------------------------------------------------------------------------------
GFXWindowTarget *GFXGLDevice::allocWindowTarget( PlatformWindow *window )
{
GFXGLWindowTarget* ggwt = new GFXGLWindowTarget(window, this);
//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()
{
return NULL;
}
//-----------------------------------------------------------------------------
void GFXGLWindowTarget::_WindowPresent()
{
SDL_GL_SwapWindow( static_cast<PlatformWindowSDL*>( getWindow() )->getSDLWindow() );
}
void GFXGLWindowTarget::_teardownCurrentMode()
{
}
void GFXGLWindowTarget::_setupNewMode()
{
}
void GFXGLWindowTarget::_makeContextCurrent()
{
PlatformGL::MakeCurrentGL(mWindow, mContext);
}
#endif