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forked from 0ad/0ad
0ad/source/ps/VideoMode.cpp

527 lines
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C++

/* Copyright (C) 2014 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "VideoMode.h"
#include "graphics/Camera.h"
#include "graphics/GameView.h"
#include "gui/GUIManager.h"
#include "lib/config2.h"
#include "lib/ogl.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/sysdep/gfx.h"
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/Game.h"
#include "ps/GameSetup/Config.h"
#include "renderer/Renderer.h"
#if OS_MACOSX
# include "lib/sysdep/os/osx/osx_sys_version.h"
#endif
static int DEFAULT_WINDOW_W = 1024;
static int DEFAULT_WINDOW_H = 768;
static int DEFAULT_FULLSCREEN_W = 1024;
static int DEFAULT_FULLSCREEN_H = 768;
CVideoMode g_VideoMode;
CVideoMode::CVideoMode() :
m_IsFullscreen(false), m_IsInitialised(false), m_Window(NULL),
m_PreferredW(0), m_PreferredH(0), m_PreferredBPP(0), m_PreferredFreq(0),
m_ConfigW(0), m_ConfigH(0), m_ConfigBPP(0), m_ConfigFullscreen(false), m_ConfigForceS3TCEnable(true),
m_WindowedW(DEFAULT_WINDOW_W), m_WindowedH(DEFAULT_WINDOW_H)
{
// (m_ConfigFullscreen defaults to false, so users don't get stuck if
// e.g. half the filesystem is missing and the config files aren't loaded)
}
void CVideoMode::ReadConfig()
{
bool windowed = !m_ConfigFullscreen;
CFG_GET_VAL("windowed", Bool, windowed);
m_ConfigFullscreen = !windowed;
CFG_GET_VAL("xres", Int, m_ConfigW);
CFG_GET_VAL("yres", Int, m_ConfigH);
CFG_GET_VAL("bpp", Int, m_ConfigBPP);
CFG_GET_VAL("force_s3tc_enable", Bool, m_ConfigForceS3TCEnable);
}
bool CVideoMode::SetVideoMode(int w, int h, int bpp, bool fullscreen)
{
#if SDL_VERSION_ATLEAST(2, 0, 0)
Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
if (fullscreen)
flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
else
flags |= SDL_WINDOW_RESIZABLE;
if (!m_Window)
{
m_Window = SDL_CreateWindow("0 A.D.", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, w, h, flags);
if (!m_Window)
{
// If fullscreen fails, try windowed mode
if (fullscreen)
{
LOGWARNING(L"Failed to set the video mode to fullscreen for the chosen resolution "
L"%dx%d:%d (\"%hs\"), falling back to windowed mode",
w, h, bpp, SDL_GetError());
// Using default size for the window for now, as the attempted setting
// could be as large, or larger than the screen size.
return SetVideoMode(DEFAULT_WINDOW_W, DEFAULT_WINDOW_H, bpp, false);
}
else
{
LOGERROR(L"SetVideoMode failed in SDL_CreateWindow: %dx%d:%d %d (\"%hs\")",
w, h, bpp, fullscreen ? 1 : 0, SDL_GetError());
return false;
}
}
if (SDL_SetWindowDisplayMode(m_Window, NULL) < 0)
{
LOGERROR(L"SetVideoMode failed in SDL_SetWindowDisplayMode: %dx%d:%d %d (\"%hs\")",
w, h, bpp, fullscreen ? 1 : 0, SDL_GetError());
return false;
}
SDL_GLContext context = SDL_GL_CreateContext(m_Window);
if (!context)
{
LOGERROR(L"SetVideoMode failed in SDL_GL_CreateContext: %dx%d:%d %d (\"%hs\")",
w, h, bpp, fullscreen ? 1 : 0, SDL_GetError());
return false;
}
}
else
{
if (m_IsFullscreen != fullscreen)
{
if (SDL_SetWindowFullscreen(m_Window, flags) < 0)
{
LOGERROR(L"SetVideoMode failed in SDL_SetWindowFullscreen: %dx%d:%d %d (\"%hs\")",
w, h, bpp, fullscreen ? 1 : 0, SDL_GetError());
return false;
}
}
if (!fullscreen)
SDL_SetWindowSize(m_Window, w, h);
}
// Grab the current video settings
SDL_GetWindowSize(m_Window, &m_CurrentW, &m_CurrentH);
m_CurrentBPP = bpp;
if (fullscreen)
SDL_SetWindowGrab(m_Window, SDL_TRUE);
else
SDL_SetWindowGrab(m_Window, SDL_FALSE);
#else // SDL 1.2:
Uint32 flags = SDL_OPENGL;
if (fullscreen)
flags |= SDL_FULLSCREEN;
#if !OS_MACOSX
// TODO: Fix window resizing on OS X, see http://trac.wildfiregames.com/ticket/741
else
flags |= SDL_RESIZABLE;
#endif
SDL_Surface* screen = SDL_SetVideoMode(w, h, bpp, flags);
if (!screen)
{
// If fullscreen fails, try windowed mode
if (fullscreen)
{
LOGWARNING(L"Failed to set the video mode to fullscreen for the chosen resolution "
L"%dx%d:%d (\"%hs\"), falling back to windowed mode",
w, h, bpp, SDL_GetError());
// Using default size for the window for now, as the attempted setting
// could be as large, or larger than the screen size.
return SetVideoMode(DEFAULT_WINDOW_W, DEFAULT_WINDOW_H, bpp, false);
}
else
{
LOGERROR(L"SetVideoMode failed: %dx%d:%d %d (\"%hs\")",
w, h, bpp, fullscreen ? 1 : 0, SDL_GetError());
return false;
}
}
// Grab the current video settings
m_CurrentW = screen->w;
m_CurrentH = screen->h;
m_CurrentBPP = screen->format->BitsPerPixel;
if (fullscreen)
SDL_WM_GrabInput(SDL_GRAB_ON);
else
SDL_WM_GrabInput(SDL_GRAB_OFF);
#endif
m_IsFullscreen = fullscreen;
g_xres = m_CurrentW;
g_yres = m_CurrentH;
return true;
}
bool CVideoMode::InitSDL()
{
ENSURE(!m_IsInitialised);
ReadConfig();
EnableS3TC();
// preferred video mode = current desktop settings
// (command line params may override these)
gfx::GetVideoMode(&m_PreferredW, &m_PreferredH, &m_PreferredBPP, &m_PreferredFreq);
int w = m_ConfigW;
int h = m_ConfigH;
if (m_ConfigFullscreen)
{
// If fullscreen and no explicit size set, default to the desktop resolution
if (w == 0 || h == 0)
{
w = m_PreferredW;
h = m_PreferredH;
}
}
// If no size determined, default to something sensible
if (w == 0 || h == 0)
{
w = DEFAULT_WINDOW_W;
h = DEFAULT_WINDOW_H;
}
if (!m_ConfigFullscreen)
{
// Limit the window to the screen size (if known)
if (m_PreferredW)
w = std::min(w, m_PreferredW);
if (m_PreferredH)
h = std::min(h, m_PreferredH);
}
int bpp = GetBestBPP();
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
#if !SDL_VERSION_ATLEAST(2, 0, 0)
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, g_VSync ? 1 : 0);
#endif
#if CONFIG2_GLES && SDL_VERSION_ATLEAST(2, 0, 0)
// Require GLES 2.0
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#endif
if (!SetVideoMode(w, h, bpp, m_ConfigFullscreen))
{
// Fall back to a smaller depth buffer
// (The rendering may be ugly but this helps when running in VMware)
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
if (!SetVideoMode(w, h, bpp, m_ConfigFullscreen))
return false;
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_GL_SetSwapInterval(g_VSync ? 1 : 0);
#endif
// Work around a bug in the proprietary Linux ATI driver (at least versions 8.16.20 and 8.14.13).
// The driver appears to register its own atexit hook on context creation.
// If this atexit hook is called before SDL_Quit destroys the OpenGL context,
// some kind of double-free problem causes a crash and lockup in the driver.
// Calling SDL_Quit twice appears to be harmless, though, and avoids the problem
// by destroying the context *before* the driver's atexit hook is called.
// (Note that atexit hooks are guaranteed to be called in reverse order of their registration.)
atexit(SDL_Quit);
// End work around.
ogl_Init(); // required after each mode change
// (TODO: does that mean we need to call this when toggling fullscreen later?)
#if SDL_VERSION_ATLEAST(2, 0, 0)
u16 ramp[256];
SDL_CalculateGammaRamp(g_Gamma, ramp);
if (SDL_SetWindowGammaRamp(m_Window, ramp, ramp, ramp) < 0)
LOGWARNING(L"SDL_SetGamma failed");
#else
# if OS_MACOSX
// Workaround for crash on Mavericks, see http://trac.wildfiregames.com/ticket/2272
int major, minor, bugfix;
GetSystemVersion(major, minor, bugfix);
if (minor < 9)
{
# endif
if (SDL_SetGamma(g_Gamma, g_Gamma, g_Gamma) < 0)
LOGWARNING(L"SDL_SetGamma failed");
# if OS_MACOSX
}
# endif
#endif
m_IsInitialised = true;
if (!m_ConfigFullscreen)
{
m_WindowedW = w;
m_WindowedH = h;
}
return true;
}
bool CVideoMode::InitNonSDL()
{
ENSURE(!m_IsInitialised);
ReadConfig();
EnableS3TC();
m_IsInitialised = true;
return true;
}
void CVideoMode::Shutdown()
{
ENSURE(m_IsInitialised);
m_IsFullscreen = false;
m_IsInitialised = false;
}
void CVideoMode::EnableS3TC()
{
// On Linux we have to try hard to get S3TC compressed texture support.
// If the extension is already provided by default, that's fine.
// Otherwise we should enable the 'force_s3tc_enable' environment variable
// and (re)initialise the video system, so that Mesa provides the extension
// (if the driver at least supports decompression).
// (This overrides the force_s3tc_enable specified via driconf files.)
// Otherwise we should complain to the user, and stop using compressed textures.
//
// Setting the environment variable causes Mesa to print an ugly message to stderr
// ("ATTENTION: default value of option force_s3tc_enable overridden by environment."),
// so it'd be nicer to skip that if S3TC will be supported by default,
// but reinitialising video is a pain (and it might do weird things when fullscreen)
// so we just unconditionally set it (unless our config file explicitly disables it).
#if !(OS_WIN || OS_MACOSX) // (assume Mesa is used for all non-Windows non-Mac platforms)
if (m_ConfigForceS3TCEnable)
setenv("force_s3tc_enable", "true", 0);
#endif
}
bool CVideoMode::ResizeWindow(int w, int h)
{
ENSURE(m_IsInitialised);
// Ignore if not windowed
if (m_IsFullscreen)
return true;
// Ignore if the size hasn't changed
if (w == m_WindowedW && h == m_WindowedH)
return true;
int bpp = GetBestBPP();
if (!SetVideoMode(w, h, bpp, false))
return false;
m_WindowedW = w;
m_WindowedH = h;
UpdateRenderer(w, h);
return true;
}
bool CVideoMode::SetFullscreen(bool fullscreen)
{
// This might get called before initialisation by psDisplayError;
// if so then silently fail
if (!m_IsInitialised)
return false;
// Check whether this is actually a change
if (fullscreen == m_IsFullscreen)
return true;
if (!m_IsFullscreen)
{
// Windowed -> fullscreen:
int w = 0, h = 0;
// If a fullscreen size was configured, use that; else use the desktop size; else use a default
if (m_ConfigFullscreen)
{
w = m_ConfigW;
h = m_ConfigH;
}
if (w == 0 || h == 0)
{
w = m_PreferredW;
h = m_PreferredH;
}
if (w == 0 || h == 0)
{
w = DEFAULT_FULLSCREEN_W;
h = DEFAULT_FULLSCREEN_H;
}
int bpp = GetBestBPP();
if (!SetVideoMode(w, h, bpp, fullscreen))
return false;
UpdateRenderer(m_CurrentW, m_CurrentH);
return true;
}
else
{
// Fullscreen -> windowed:
// Go back to whatever the previous window size was
int w = m_WindowedW, h = m_WindowedH;
int bpp = GetBestBPP();
if (!SetVideoMode(w, h, bpp, fullscreen))
return false;
UpdateRenderer(w, h);
return true;
}
}
bool CVideoMode::ToggleFullscreen()
{
return SetFullscreen(!m_IsFullscreen);
}
void CVideoMode::UpdateRenderer(int w, int h)
{
if (w < 2) w = 2; // avoid GL errors caused by invalid sizes
if (h < 2) h = 2;
g_xres = w;
g_yres = h;
SViewPort vp = { 0, 0, w, h };
if (CRenderer::IsInitialised())
{
g_Renderer.SetViewport(vp);
g_Renderer.Resize(w, h);
}
if (g_GUI)
g_GUI->UpdateResolution();
if (g_Console)
g_Console->UpdateScreenSize(w, h);
if (g_Game)
g_Game->GetView()->SetViewport(vp);
}
int CVideoMode::GetBestBPP()
{
if (m_ConfigBPP)
return m_ConfigBPP;
if (m_PreferredBPP)
return m_PreferredBPP;
return 32;
}
int CVideoMode::GetXRes()
{
ENSURE(m_IsInitialised);
return m_CurrentW;
}
int CVideoMode::GetYRes()
{
ENSURE(m_IsInitialised);
return m_CurrentH;
}
int CVideoMode::GetBPP()
{
ENSURE(m_IsInitialised);
return m_CurrentBPP;
}
int CVideoMode::GetDesktopXRes()
{
ENSURE(m_IsInitialised);
return m_PreferredW;
}
int CVideoMode::GetDesktopYRes()
{
ENSURE(m_IsInitialised);
return m_PreferredH;
}
int CVideoMode::GetDesktopBPP()
{
ENSURE(m_IsInitialised);
return m_PreferredBPP;
}
int CVideoMode::GetDesktopFreq()
{
ENSURE(m_IsInitialised);
return m_PreferredFreq;
}
SDL_Window* CVideoMode::GetWindow()
{
ENSURE(m_IsInitialised);
return m_Window;
}