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https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
It allows us more flexibility on how we control swapchain. That includes toggling V-Sync in real time.
136 lines
3.3 KiB
C++
136 lines
3.3 KiB
C++
/* Copyright (C) 2026 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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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "SwapChain.h"
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#include "lib/config2.h"
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#include "lib/debug.h"
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#include "lib/hash.h"
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#include "ps/ConfigDB.h"
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#include "ps/CLogger.h"
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#include "ps/Profile.h"
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#include "renderer/backend/gl/Device.h"
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#include <SDL_video.h>
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namespace Renderer
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{
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namespace Backend
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{
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namespace GL
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{
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namespace
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{
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} // anonymous namespace
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// static
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std::unique_ptr<CSwapChain> CSwapChain::Create(
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CDevice* device, SDL_Window* window,
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int surfaceDrawableWidth, int surfaceDrawableHeight,
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const bool vsync)
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{
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std::unique_ptr<CSwapChain> swapChain(new CSwapChain());
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swapChain->m_Device = device;
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swapChain->m_Window = window;
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swapChain->m_SurfaceDrawableWidth = surfaceDrawableWidth;
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swapChain->m_SurfaceDrawableHeight = surfaceDrawableHeight;
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SDL_GL_SetSwapInterval(vsync ? 1 : 0);
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return swapChain;
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}
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CSwapChain::CSwapChain() = default;
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CSwapChain::~CSwapChain()
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{
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}
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IDevice* CSwapChain::GetDevice()
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{
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return m_Device;
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}
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bool CSwapChain::AcquireNextBackbuffer()
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{
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ENSURE(!m_BackbufferAcquired);
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m_BackbufferAcquired = true;
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return true;
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}
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size_t CSwapChain::BackbufferKeyHash::operator()(const BackbufferKey& key) const
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{
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size_t seed = 0;
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hash_combine(seed, std::get<0>(key));
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hash_combine(seed, std::get<1>(key));
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hash_combine(seed, std::get<2>(key));
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hash_combine(seed, std::get<3>(key));
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return seed;
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}
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IFramebuffer* CSwapChain::GetCurrentBackbuffer(
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const AttachmentLoadOp colorAttachmentLoadOp,
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const AttachmentStoreOp colorAttachmentStoreOp,
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const AttachmentLoadOp depthStencilAttachmentLoadOp,
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const AttachmentStoreOp depthStencilAttachmentStoreOp)
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{
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const BackbufferKey key{
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colorAttachmentLoadOp, colorAttachmentStoreOp,
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depthStencilAttachmentLoadOp, depthStencilAttachmentStoreOp};
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auto it = m_Backbuffers.find(key);
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if (it == m_Backbuffers.end())
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{
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it = m_Backbuffers.emplace(key, CFramebuffer::CreateBackbuffer(
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m_Device, m_SurfaceDrawableWidth, m_SurfaceDrawableHeight,
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colorAttachmentLoadOp, colorAttachmentStoreOp,
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depthStencilAttachmentLoadOp, depthStencilAttachmentStoreOp)).first;
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}
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return it->second.get();
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}
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void CSwapChain::Present()
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{
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ENSURE(m_BackbufferAcquired);
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m_BackbufferAcquired = false;
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if (m_Window)
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{
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PROFILE3("swap buffers");
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SDL_GL_SwapWindow(m_Window);
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ogl_WarnIfError();
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}
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#if defined(NDEBUG)
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if (!g_ConfigDB.Get("gl.checkerrorafterswap", false))
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return;
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#endif
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PROFILE3("error check");
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// We have to check GL errors after SwapBuffer to avoid possible
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// synchronizations during rendering.
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if (GLenum err = glGetError())
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ONCE(LOGERROR("GL error %s (0x%04x) occurred", ogl_GetErrorName(err), err));
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}
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} // namespace GL
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} // namespace Backend
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} // namespace Renderer
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