Refactors window creation in CVideoMode.
Comments By: phosit, Stan Differential Revision: https://code.wildfiregames.com/D4866 This was SVN commit r27388.
This commit is contained in:
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408c93744c
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@ -1,4 +1,4 @@
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/* Copyright (C) 2022 Wildfire Games.
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/* Copyright (C) 2023 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -23,6 +23,7 @@
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#include "gui/GUIManager.h"
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#include "lib/config2.h"
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#include "lib/external_libraries/libsdl.h"
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#include "lib/sysdep/os.h"
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#include "lib/tex/tex.h"
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#include "ps/CConsole.h"
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#include "ps/CLogger.h"
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@ -35,8 +36,11 @@
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#include "renderer/backend/dummy/DeviceForward.h"
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#include "renderer/backend/gl/DeviceForward.h"
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#include "renderer/backend/IDevice.h"
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#include "renderer/backend/vulkan/DeviceForward.h"
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#include "renderer/Renderer.h"
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#include <string_view>
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namespace
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{
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@ -48,6 +52,49 @@ int DEFAULT_FULLSCREEN_H = 768;
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const wchar_t DEFAULT_CURSOR_NAME[] = L"default-arrow";
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Renderer::Backend::Backend GetFallbackBackend(const Renderer::Backend::Backend backend)
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{
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Renderer::Backend::Backend fallback = Renderer::Backend::Backend::DUMMY;
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// We use a switch instead of a list to have compile-time checks for missed
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// values and because a linear priority list doesn't work for general case.
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switch (backend)
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{
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case Renderer::Backend::Backend::GL:
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fallback = Renderer::Backend::Backend::GL_ARB;
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break;
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case Renderer::Backend::Backend::GL_ARB:
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fallback = Renderer::Backend::Backend::DUMMY;
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break;
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case Renderer::Backend::Backend::DUMMY:
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break;
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case Renderer::Backend::Backend::VULKAN:
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fallback = Renderer::Backend::Backend::GL;
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break;
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}
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return fallback;
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}
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std::string_view GetBackendName(const Renderer::Backend::Backend backend)
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{
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std::string_view name{"Unknown"};
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switch (backend)
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{
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case Renderer::Backend::Backend::GL:
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name = "GL";
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break;
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case Renderer::Backend::Backend::GL_ARB:
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name = "GL ARB";
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break;
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case Renderer::Backend::Backend::DUMMY:
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name = "Dummy";
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break;
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case Renderer::Backend::Backend::VULKAN:
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name = "Vulkan";
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break;
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}
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return name;
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}
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} // anonymous namespace
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#if OS_WIN
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@ -239,8 +286,15 @@ void CVideoMode::ReadConfig()
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m_Backend = Renderer::Backend::Backend::GL_ARB;
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else if (rendererBackend == "dummy")
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m_Backend = Renderer::Backend::Backend::DUMMY;
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else if (rendererBackend == "vulkan")
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m_Backend = Renderer::Backend::Backend::VULKAN;
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else
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m_Backend = Renderer::Backend::Backend::GL;
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#if OS_WIN
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if (m_ConfigEnableHiDPI)
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wutil_EnableHiDPIOnWindows();
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#endif
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}
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bool CVideoMode::SetVideoMode(int w, int h, int bpp, bool fullscreen)
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@ -262,14 +316,79 @@ bool CVideoMode::SetVideoMode(int w, int h, int bpp, bool fullscreen)
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if (!m_Window)
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{
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const bool isGLBackend =
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m_Backend == Renderer::Backend::Backend::GL ||
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m_Backend == Renderer::Backend::Backend::GL_ARB;
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if (isGLBackend)
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{
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SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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bool debugContext = false;
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CFG_GET_VAL("renderer.backend.debugcontext", debugContext);
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if (debugContext)
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
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bool forceGLVersion = false;
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CFG_GET_VAL("forceglversion", forceGLVersion);
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if (forceGLVersion)
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{
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CStr forceGLProfile = "compatibility";
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int forceGLMajorVersion = 3;
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int forceGLMinorVersion = 0;
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CFG_GET_VAL("forceglprofile", forceGLProfile);
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CFG_GET_VAL("forceglmajorversion", forceGLMajorVersion);
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CFG_GET_VAL("forceglminorversion", forceGLMinorVersion);
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int profile = SDL_GL_CONTEXT_PROFILE_COMPATIBILITY;
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if (forceGLProfile == "es")
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profile = SDL_GL_CONTEXT_PROFILE_ES;
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else if (forceGLProfile == "core")
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profile = SDL_GL_CONTEXT_PROFILE_CORE;
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else if (forceGLProfile != "compatibility")
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LOGWARNING("Unknown force GL profile '%s', compatibility profile is used", forceGLProfile.c_str());
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if (forceGLMajorVersion < 1 || forceGLMinorVersion < 0)
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{
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LOGERROR("Unsupported force GL version: %d.%d", forceGLMajorVersion, forceGLMinorVersion);
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}
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else
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{
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, forceGLMajorVersion);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, forceGLMinorVersion);
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}
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}
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else
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{
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#if CONFIG2_GLES
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// Require GLES 2.0
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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#else
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// Some macOS and MESA drivers might not create a context even if they can
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// with the core profile. So disable it for a while until we can guarantee
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// its creation.
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#if OS_WIN
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if (m_ConfigEnableHiDPI)
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wutil_EnableHiDPIOnWindows();
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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#endif
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
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#endif
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}
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}
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// Note: these flags only take affect in SDL_CreateWindow
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flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE;
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flags |= SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE;
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if (m_ConfigEnableHiDPI)
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flags |= SDL_WINDOW_ALLOW_HIGHDPI;
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if (isGLBackend)
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flags |= SDL_WINDOW_OPENGL;
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else if (m_Backend == Renderer::Backend::Backend::VULKAN)
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flags |= SDL_WINDOW_VULKAN;
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m_WindowedX = m_WindowedY = SDL_WINDOWPOS_CENTERED_DISPLAY(m_ConfigDisplay);
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m_Window = SDL_CreateWindow(main_window_name, m_WindowedX, m_WindowedY, w, h, flags);
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@ -287,6 +406,20 @@ bool CVideoMode::SetVideoMode(int w, int h, int bpp, bool fullscreen)
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}
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else
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{
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if (isGLBackend)
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{
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int depthSize = 24;
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SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depthSize);
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if (depthSize > 16)
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{
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// Fall back to a smaller depth buffer
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// (The rendering may be ugly but this helps when running in VMware)
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
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return SetVideoMode(w, h, bpp, fullscreen);
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}
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}
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LOGERROR("SetVideoMode failed in SDL_CreateWindow: %dx%d:%d %d (\"%s\")",
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w, h, bpp, fullscreen ? 1 : 0, SDL_GetError());
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return false;
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@ -305,12 +438,16 @@ bool CVideoMode::SetVideoMode(int w, int h, int bpp, bool fullscreen)
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wutil_SetAppWindow(m_Window);
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#endif
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if (!CreateBackendDevice(true))
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if (!TryCreateBackendDevice(m_Window))
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{
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LOGERROR("SetVideoMode failed in backend device creation: %dx%d:%d %d",
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w, h, bpp, fullscreen ? 1 : 0);
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return false;
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DowngradeBackendSettingAfterCreationFailure();
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SDL_DestroyWindow(m_Window);
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m_Window = nullptr;
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return SetVideoMode(w, h, bpp, fullscreen);
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}
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if (isGLBackend)
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SDL_GL_SetSwapInterval(m_ConfigVSync ? 1 : 0);
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}
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else
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{
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@ -403,78 +540,9 @@ bool CVideoMode::InitSDL()
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h = std::min(h, m_PreferredH);
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}
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int bpp = GetBestBPP();
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SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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bool debugContext = false;
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CFG_GET_VAL("renderer.backend.debugcontext", debugContext);
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if (debugContext)
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
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bool forceGLVersion = false;
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CFG_GET_VAL("forceglversion", forceGLVersion);
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if (forceGLVersion)
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{
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CStr forceGLProfile = "compatibility";
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int forceGLMajorVersion = 3;
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int forceGLMinorVersion = 0;
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CFG_GET_VAL("forceglprofile", forceGLProfile);
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CFG_GET_VAL("forceglmajorversion", forceGLMajorVersion);
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CFG_GET_VAL("forceglminorversion", forceGLMinorVersion);
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int profile = SDL_GL_CONTEXT_PROFILE_COMPATIBILITY;
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if (forceGLProfile == "es")
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profile = SDL_GL_CONTEXT_PROFILE_ES;
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else if (forceGLProfile == "core")
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profile = SDL_GL_CONTEXT_PROFILE_CORE;
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else if (forceGLProfile != "compatibility")
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LOGWARNING("Unknown force GL profile '%s', compatibility profile is used", forceGLProfile.c_str());
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if (forceGLMajorVersion < 1 || forceGLMinorVersion < 0)
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{
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LOGERROR("Unsupported force GL version: %d.%d", forceGLMajorVersion, forceGLMinorVersion);
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}
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else
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{
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, forceGLMajorVersion);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, forceGLMinorVersion);
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}
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}
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else
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{
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#if CONFIG2_GLES
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// Require GLES 2.0
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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#else
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// Some macOS and MESA drivers might not create a context even if they can
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// with the core profile. So disable it for a while until we can guarantee
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// its creation.
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#if OS_WIN
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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#endif
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
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#endif
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}
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const int bpp = GetBestBPP();
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if (!SetVideoMode(w, h, bpp, m_ConfigFullscreen))
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{
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// Fall back to a smaller depth buffer
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// (The rendering may be ugly but this helps when running in VMware)
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
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if (!SetVideoMode(w, h, bpp, m_ConfigFullscreen))
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return false;
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}
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SDL_GL_SetSwapInterval(m_ConfigVSync ? 1 : 0);
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return false;
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// Work around a bug in the proprietary Linux ATI driver (at least versions 8.16.20 and 8.14.13).
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// The driver appears to register its own atexit hook on context creation.
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@ -530,20 +598,45 @@ void CVideoMode::Shutdown()
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bool CVideoMode::CreateBackendDevice(const bool createSDLContext)
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{
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if (m_Backend == Renderer::Backend::Backend::DUMMY)
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if (!createSDLContext && m_Backend == Renderer::Backend::Backend::VULKAN)
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m_Backend = Renderer::Backend::Backend::GL;
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SDL_Window* window = createSDLContext ? m_Window : nullptr;
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while (m_Backend != Renderer::Backend::Backend::DUMMY)
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{
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m_BackendDevice = Renderer::Backend::Dummy::CreateDevice(m_Window);
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if (TryCreateBackendDevice(window))
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return true;
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DowngradeBackendSettingAfterCreationFailure();
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}
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return TryCreateBackendDevice(window);
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}
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bool CVideoMode::TryCreateBackendDevice(SDL_Window* window)
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{
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switch (m_Backend)
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{
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case Renderer::Backend::Backend::GL:
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m_BackendDevice = Renderer::Backend::GL::CreateDevice(window, false);
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break;
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case Renderer::Backend::Backend::GL_ARB:
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m_BackendDevice = Renderer::Backend::GL::CreateDevice(window, true);
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break;
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case Renderer::Backend::Backend::DUMMY:
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m_BackendDevice = Renderer::Backend::Dummy::CreateDevice(window);
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ENSURE(m_BackendDevice);
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return true;
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break;
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case Renderer::Backend::Backend::VULKAN:
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m_BackendDevice = Renderer::Backend::Vulkan::CreateDevice(window);
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break;
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}
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m_BackendDevice = Renderer::Backend::GL::CreateDevice(createSDLContext ? m_Window : nullptr, m_Backend == Renderer::Backend::Backend::GL_ARB);
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if (!m_BackendDevice && m_Backend == Renderer::Backend::Backend::GL)
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{
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LOGERROR("Unable to create device for GL backend, switching to ARB.");
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m_Backend = Renderer::Backend::Backend::GL_ARB;
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return CreateBackendDevice(createSDLContext);
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}
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return !!m_BackendDevice;
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return static_cast<bool>(m_BackendDevice);
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}
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void CVideoMode::DowngradeBackendSettingAfterCreationFailure()
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{
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const Renderer::Backend::Backend fallback = GetFallbackBackend(m_Backend);
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LOGERROR("Unable to create device for %s backend, switching to %s.",
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GetBackendName(m_Backend), GetBackendName(fallback));
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m_Backend = fallback;
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}
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bool CVideoMode::ResizeWindow(int w, int h)
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@ -1,4 +1,4 @@
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/* Copyright (C) 2022 Wildfire Games.
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/* Copyright (C) 2023 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -125,6 +125,9 @@ private:
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int GetBestBPP();
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bool SetVideoMode(int w, int h, int bpp, bool fullscreen);
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bool TryCreateBackendDevice(SDL_Window* window);
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void DowngradeBackendSettingAfterCreationFailure();
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/**
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* Remember whether Init has been called. (This isn't used for anything
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* important, just for verifying that the callers call our methods in
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