feat: updated engine version to 4.4-rc1
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5459 changed files with 1128836 additions and 198305 deletions
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@ -1,4 +1,5 @@
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#!/usr/bin/env python
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from misc.utility.scons_hints import *
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Import("env")
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@ -30,6 +30,10 @@
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#include "egl_manager.h"
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#include "core/crypto/crypto_core.h"
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#include "core/io/dir_access.h"
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#include "drivers/gles3/rasterizer_gles3.h"
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#ifdef EGL_ENABLED
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#if defined(EGL_STATIC)
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@ -51,6 +55,16 @@ extern "C" EGLAPI EGLDisplay EGLAPIENTRY eglGetPlatformDisplayEXT(EGLenum platfo
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#define GLAD_EGL_EXT_platform_base 0
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#endif
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#ifdef WINDOWS_ENABLED
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// Unofficial ANGLE extension: EGL_ANGLE_surface_orientation
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#ifndef EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE
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#define EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE 0x33A7
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#define EGL_SURFACE_ORIENTATION_ANGLE 0x33A8
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#define EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE 0x0001
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#define EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE 0x0002
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#endif
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#endif
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// Creates and caches a GLDisplay. Returns -1 on error.
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int EGLManager::_get_gldisplay_id(void *p_display) {
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// Look for a cached GLDisplay.
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@ -115,6 +129,18 @@ int EGLManager::_get_gldisplay_id(void *p_display) {
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}
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#endif
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#ifdef WINDOWS_ENABLED
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String client_extensions_string = eglQueryString(new_gldisplay.egl_display, EGL_EXTENSIONS);
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if (eglGetError() == EGL_SUCCESS) {
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Vector<String> egl_extensions = client_extensions_string.split(" ");
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if (egl_extensions.has("EGL_ANGLE_surface_orientation")) {
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new_gldisplay.has_EGL_ANGLE_surface_orientation = true;
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print_verbose("EGL: EGL_ANGLE_surface_orientation is supported.");
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}
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}
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#endif
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displays.push_back(new_gldisplay);
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// Return the new GLDisplay's ID.
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@ -237,8 +263,29 @@ Error EGLManager::window_create(DisplayServer::WindowID p_window_id, void *p_dis
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GLWindow &glwindow = windows[p_window_id];
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glwindow.gldisplay_id = gldisplay_id;
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Vector<EGLAttrib> egl_attribs;
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#ifdef WINDOWS_ENABLED
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if (gldisplay.has_EGL_ANGLE_surface_orientation) {
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EGLint optimal_orientation;
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if (eglGetConfigAttrib(gldisplay.egl_display, gldisplay.egl_config, EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE, &optimal_orientation)) {
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// We only need to support inverting Y for optimizing ANGLE on D3D11.
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if (optimal_orientation & EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE && !(optimal_orientation & EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE)) {
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egl_attribs.push_back(EGL_SURFACE_ORIENTATION_ANGLE);
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egl_attribs.push_back(EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE);
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}
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} else {
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ERR_PRINT(vformat("Failed to get EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE, error: 0x%08X", eglGetError()));
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}
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}
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if (!egl_attribs.is_empty()) {
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egl_attribs.push_back(EGL_NONE);
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}
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#endif
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if (GLAD_EGL_VERSION_1_5) {
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glwindow.egl_surface = eglCreatePlatformWindowSurface(gldisplay.egl_display, gldisplay.egl_config, p_native_window, nullptr);
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glwindow.egl_surface = eglCreatePlatformWindowSurface(gldisplay.egl_display, gldisplay.egl_config, p_native_window, egl_attribs.ptr());
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} else {
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EGLNativeWindowType *native_window_type = (EGLNativeWindowType *)p_native_window;
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glwindow.egl_surface = eglCreateWindowSurface(gldisplay.egl_display, gldisplay.egl_config, *native_window_type, nullptr);
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@ -250,6 +297,20 @@ Error EGLManager::window_create(DisplayServer::WindowID p_window_id, void *p_dis
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glwindow.initialized = true;
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#ifdef WINDOWS_ENABLED
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if (gldisplay.has_EGL_ANGLE_surface_orientation) {
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EGLint orientation;
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if (eglQuerySurface(gldisplay.egl_display, glwindow.egl_surface, EGL_SURFACE_ORIENTATION_ANGLE, &orientation)) {
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if (orientation & EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE && !(orientation & EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE)) {
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glwindow.flipped_y = true;
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print_verbose("EGL: Using optimal surface orientation: Invert Y");
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}
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} else {
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ERR_PRINT(vformat("Failed to get EGL_SURFACE_ORIENTATION_ANGLE, error: 0x%08X", eglGetError()));
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}
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}
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#endif
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window_make_current(p_window_id);
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return OK;
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@ -316,6 +377,10 @@ void EGLManager::window_make_current(DisplayServer::WindowID p_window_id) {
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GLDisplay ¤t_display = displays[current_window->gldisplay_id];
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eglMakeCurrent(current_display.egl_display, current_window->egl_surface, current_window->egl_surface, current_display.egl_context);
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#ifdef WINDOWS_ENABLED
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RasterizerGLES3::set_screen_flipped_y(glwindow.flipped_y);
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#endif
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}
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void EGLManager::set_use_vsync(bool p_use) {
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@ -351,13 +416,37 @@ EGLContext EGLManager::get_context(DisplayServer::WindowID p_window_id) {
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return display.egl_context;
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}
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EGLDisplay EGLManager::get_display(DisplayServer::WindowID p_window_id) {
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GLWindow &glwindow = windows[p_window_id];
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if (!glwindow.initialized) {
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return EGL_NO_CONTEXT;
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}
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GLDisplay &display = displays[glwindow.gldisplay_id];
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return display.egl_display;
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}
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EGLConfig EGLManager::get_config(DisplayServer::WindowID p_window_id) {
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GLWindow &glwindow = windows[p_window_id];
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if (!glwindow.initialized) {
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return nullptr;
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}
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GLDisplay &display = displays[glwindow.gldisplay_id];
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return display.egl_config;
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}
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Error EGLManager::initialize(void *p_native_display) {
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#if defined(GLAD_ENABLED) && !defined(EGL_STATIC)
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// Loading EGL with a new display gets us just the bare minimum API. We'll then
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// have to temporarily get a proper display and reload EGL once again to
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// initialize everything else.
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if (!gladLoaderLoadEGL(EGL_NO_DISPLAY)) {
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ERR_FAIL_V_MSG(ERR_UNAVAILABLE, "Can't load EGL.");
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ERR_FAIL_V_MSG(ERR_UNAVAILABLE, "Can't load EGL dynamic library.");
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}
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EGLDisplay tmp_display = EGL_NO_DISPLAY;
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@ -387,7 +476,7 @@ Error EGLManager::initialize(void *p_native_display) {
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int version = gladLoaderLoadEGL(tmp_display);
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if (!version) {
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eglTerminate(tmp_display);
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ERR_FAIL_V_MSG(ERR_UNAVAILABLE, "Can't load EGL.");
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ERR_FAIL_V_MSG(ERR_UNAVAILABLE, "Can't load EGL dynamic library.");
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}
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int major = GLAD_VERSION_MAJOR(version);
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@ -36,10 +36,6 @@
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// These must come first to avoid windows.h mess.
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#include "platform_gl.h"
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#include "core/config/project_settings.h"
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#include "core/crypto/crypto_core.h"
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#include "core/io/dir_access.h"
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#include "core/io/file_access.h"
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#include "core/templates/local_vector.h"
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#include "servers/display_server.h"
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@ -53,11 +49,18 @@ private:
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EGLDisplay egl_display = EGL_NO_DISPLAY;
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EGLContext egl_context = EGL_NO_CONTEXT;
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EGLConfig egl_config = nullptr;
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#ifdef WINDOWS_ENABLED
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bool has_EGL_ANGLE_surface_orientation = false;
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#endif
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};
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// EGL specific window data.
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struct GLWindow {
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bool initialized = false;
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#ifdef WINDOWS_ENABLED
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bool flipped_y = false;
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#endif
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// An handle to the GLDisplay associated with this window.
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int gldisplay_id = -1;
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@ -106,6 +109,8 @@ public:
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bool is_using_vsync() const;
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EGLContext get_context(DisplayServer::WindowID p_window_id);
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EGLDisplay get_display(DisplayServer::WindowID p_window_id);
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EGLConfig get_config(DisplayServer::WindowID p_window_id);
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Error initialize(void *p_native_display = nullptr);
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