taisei/src/renderer/glescommon/gles.c
Andrei Alexeyev cab432f843
gles: create angle context in webgl mode on windows
Cubemaps are broken in ANGLE's D3D11 backend, except in WebGL mode for
some reason. This is a terrible workaround, but it beats fucked up
rendering in stage backgrounds.
2023-08-28 19:15:40 +02:00

92 lines
3 KiB
C

/*
* This software is licensed under the terms of the MIT License.
* See COPYING for further information.
* ---
* Copyright (c) 2011-2019, Lukas Weber <laochailan@web.de>.
* Copyright (c) 2012-2019, Andrei Alexeyev <akari@taisei-project.org>.
*/
#include "taisei.h"
#include "gles.h"
#include "../common/backend.h"
#include "../gl33/gl33.h"
#include "angle_egl.h"
#ifdef _WIN32
// Enable WebGL compatibility mode on Windows, because cubemaps are broken in the D3D11 backend
// except in WebGL mode for some reason.
#define ANGLE_WEBGL_DEFAULT true
#else
#define ANGLE_WEBGL_DEFAULT false
#endif
attr_unused
static SDL_GLContext gles_create_context_webgl(SDL_Window *window) {
int major, minor;
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);
return gles_create_context_angle(window, major, minor, true);
}
void gles_init(RendererBackend *gles_backend, int major, int minor) {
GLVT_OF(*gles_backend).create_context = GLVT_OF(_r_backend_gl33).create_context;
#ifdef TAISEI_BUILDCONF_HAVE_ANGLE
// Load ANGLE by default by setting up some SDL-specific environment vars.
// These are not overwritten if they are already set in the environment, so
// you can still override this behavior as usual.
#ifdef TAISEI_BUILDCONF_RELOCATABLE_INSTALL
// In a relocatable build, paths are relative to SDL_GetBasePath
char *basepath = SDL_GetBasePath();
char buf[strlen(basepath) + sizeof(TAISEI_BUILDCONF_ANGLE_GLES_PATH) + sizeof(TAISEI_BUILDCONF_ANGLE_EGL_PATH)];
snprintf(buf, sizeof(buf), "%s%s", basepath, TAISEI_BUILDCONF_ANGLE_GLES_PATH);
env_set("SDL_VIDEO_GL_DRIVER", buf, false);
snprintf(buf, sizeof(buf), "%s%s", basepath, TAISEI_BUILDCONF_ANGLE_EGL_PATH);
env_set("SDL_VIDEO_EGL_DRIVER", buf, false);
SDL_free(basepath);
#else
// Static absolute paths
env_set("SDL_VIDEO_GL_DRIVER", TAISEI_BUILDCONF_ANGLE_GLES_PATH, false);
env_set("SDL_VIDEO_EGL_DRIVER", TAISEI_BUILDCONF_ANGLE_EGL_PATH, false);
#endif
env_set("SDL_OPENGL_ES_DRIVER", 1, false);
if(env_get("TAISEI_ANGLE_WEBGL", ANGLE_WEBGL_DEFAULT)) {
GLVT_OF(*gles_backend).create_context = gles_create_context_webgl;
}
#endif // TAISEI_BUILDCONF_HAVE_ANGLE
_r_backend_inherit(gles_backend, &_r_backend_gl33);
glcommon_setup_attributes(SDL_GL_CONTEXT_PROFILE_ES, major, minor, 0);
glcommon_load_library();
}
void gles_init_context(SDL_Window *w) {
GLVT_OF(_r_backend_gl33).init_context(w);
}
bool gles_screenshot(Pixmap *out) {
FloatRect vp;
r_framebuffer_viewport_current(NULL, &vp);
out->width = vp.w;
out->height = vp.h;
out->format = PIXMAP_FORMAT_RGBA8;
out->origin = PIXMAP_ORIGIN_BOTTOMLEFT;
out->data.untyped = pixmap_alloc_buffer_for_copy(out, &out->data_size);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glReadPixels(vp.x, vp.y, vp.w, vp.h, GL_RGBA, GL_UNSIGNED_BYTE, out->data.untyped);
return true;
}
bool gles_texture_dump(Texture *tex, uint mipmap, uint layer, Pixmap *dst) {
// No glGetTexImage in GLES
// TODO maybe set up a transient framebuffer to read from?
log_warn("FIXME: not implemented");
return false;
}