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external/steamworks/glmgr/glmdisplay.h
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external/steamworks/glmgr/glmdisplay.h
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//============ Copyright (c) Valve Corporation, All rights reserved. ============
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//
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// glmdisplay.h
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// display related stuff - used by both GLMgr and the CocoaMgr
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//
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//===============================================================================
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#ifndef GLMDISPLAY_H
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#define GLMDISPLAY_H
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#pragma once
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#include <OpenGL/OpenGL.h>
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#include <OpenGL/gl.h>
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#include <OpenGL/glext.h>
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#include <OpenGL/CGLTypes.h>
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#include <OpenGL/CGLRenderers.h>
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#include <OpenGL/CGLCurrent.h>
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#include <ApplicationServices/ApplicationServices.h>
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#include "glmgrbasics.h"
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typedef void _PseudoNSGLContext; // aka NSOpenGLContext
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typedef _PseudoNSGLContext *PseudoNSGLContextPtr;
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struct GLMDisplayModeInfoFields
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{
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uint m_modePixelWidth;
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uint m_modePixelHeight;
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uint m_modeRefreshHz;
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// are we even going to talk about bit depth... not yet
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};
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struct GLMDisplayInfoFields
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{
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CGDirectDisplayID m_cgDisplayID;
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CGOpenGLDisplayMask m_glDisplayMask; // result of CGDisplayIDToOpenGLDisplayMask on the cg_displayID.
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uint m_displayPixelWidth;
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uint m_displayPixelHeight;
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};
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struct GLMRendererInfoFields
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{
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/*properties of interest and their desired values.
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kCGLRPFullScreen = 54, true
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kCGLRPAccelerated = 73, true
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kCGLRPWindow = 80, true
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kCGLRPRendererID = 70, informational
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kCGLRPDisplayMask = 84, informational
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kCGLRPBufferModes = 100, informational
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kCGLRPColorModes = 103, informational
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kCGLRPAccumModes = 104, informational
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kCGLRPDepthModes = 105, informational
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kCGLRPStencilModes = 106, informational
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kCGLRPMaxAuxBuffers = 107, informational
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kCGLRPMaxSampleBuffers = 108, informational
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kCGLRPMaxSamples = 109, informational
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kCGLRPSampleModes = 110, informational
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kCGLRPSampleAlpha = 111, informational
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kCGLRPVideoMemory = 120, informational
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kCGLRPTextureMemory = 121, informational
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kCGLRPRendererCount = 128 number of renderers in the CGLRendererInfoObj under examination
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kCGLRPOffScreen = 53, D/C
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kCGLRPRobust = 75, FALSE or D/C - aka we're asking for no-fallback
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kCGLRPBackingStore = 76, D/C
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kCGLRPMPSafe = 78, D/C
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kCGLRPMultiScreen = 81, D/C
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kCGLRPCompliant = 83, D/C
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*/
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//--------------------------- info we have from CGL renderer queries, IOKit, Gestalt
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//--------------------------- these are set up in the displayDB by CocoaMgr
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GLint m_fullscreen;
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GLint m_accelerated;
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GLint m_windowed;
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GLint m_rendererID;
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GLint m_displayMask;
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GLint m_bufferModes;
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GLint m_colorModes;
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GLint m_accumModes;
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GLint m_depthModes;
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GLint m_stencilModes;
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GLint m_maxAuxBuffers;
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GLint m_maxSampleBuffers;
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GLint m_maxSamples;
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GLint m_sampleModes;
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GLint m_sampleAlpha;
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GLint m_vidMemory;
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GLint m_texMemory;
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uint m_pciVendorID;
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uint m_pciDeviceID;
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char m_pciModelString[64];
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char m_driverInfoString[64];
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//--------------------------- OS version related - set up by CocoaMgr
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// OS version found
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uint m_osComboVersion; // 0x00XXYYZZ : XX major, YY minor, ZZ minor minor : 10.6.3 --> 0x000A0603. 10.5.8 --> 0x000A0508.
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//--------------------------- shorthands - also set up by CocoaMgr - driven by vendorid / deviceid
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bool m_ati;
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bool m_atiR5xx;
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bool m_atiR6xx;
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bool m_atiR7xx;
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bool m_atiR8xx;
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bool m_atiNewer;
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bool m_intel;
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bool m_intel95x;
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bool m_intel3100;
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bool m_intelNewer;
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bool m_nv;
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bool m_nvG7x;
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bool m_nvG8x;
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bool m_nvNewer;
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//--------------------------- context query results - left blank in the display DB - but valid in a GLMContext (call ctx->Caps() to get a const ref)
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// booleans
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bool m_hasGammaWrites; // aka glGetBooleanv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT) / glEnable(GL_FRAMEBUFFER_SRGB_EXT)
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bool m_hasMixedAttachmentSizes; // aka ARB_fbo in 10.6.3 - test for min OS vers, then exported ext string
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bool m_hasBGRA; // aka GL_BGRA vertex attribs in 10.6.3 - - test for min OS vers, then exported ext string
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bool m_hasNewFullscreenMode; // aka 10.6.x "big window" fullscreen mode
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bool m_hasNativeClipVertexMode; // aka GLSL gl_ClipVertex does not fall back to SW- OS version and folklore-based
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bool m_hasOcclusionQuery; // occlusion query: do you speak it ?!
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bool m_hasFramebufferBlit; // framebuffer blit: know what I'm sayin?!
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bool m_hasPerfPackage1; // means new MTGL, fast OQ, fast uniform upload, NV can resolve flipped (late summer 2010 post 10.6.4 update)
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// counts
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int m_maxAniso; // aniso limit - context query
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// other exts
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bool m_hasBindableUniforms;
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bool m_hasUniformBuffers;
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// runtime options that aren't negotiable once set
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bool m_hasDualShaders; // must supply CLI arg "-glmdualshaders" or we go GLSL only
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//--------------------------- " can'ts " - specific problems that need to be worked around
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bool m_cantBlitReliably; // Intel chipsets have problems blitting sRGB sometimes
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bool m_cantAttachSRGB; // NV G8x on 10.5.8 can't have srgb tex on FBO color - separate issue from hasGammaWrites
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bool m_cantResolveFlipped; // happens on NV in 10.6.4 and prior - console variable "gl_can_resolve_flipped" can overrule
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bool m_cantResolveScaled; // happens everywhere per GL spec but may be relaxed some day - console variable "gl_can_resolve_scaled" can overrule
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bool m_costlyGammaFlips; // this means that sRGB sampling state affects shader code gen, resulting in state-dependent code regen
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//--------------------------- " bads " - known bad drivers
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bool m_badDriver1064NV; // this is the bad NVIDIA driver on 10.6.4 - stutter, tex corruption, black screen issues
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};
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////////////////////////////////////////////////////////////////////////////////////////
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// this stuff is all sitting in glmgrcocoa.mm since it needs to make ObjC calls.
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//===============================================================================
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// modes, displays, and renderers
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// think of renderers as being at the top of a tree.
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// each renderer has displays hanging off of it.
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// each display has modes hanging off of it.
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// the tree is populated on demand and then queried as needed.
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//===============================================================================
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// GLMDisplayModeInfoFields is in glmdisplay.h
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class GLMDisplayMode
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{
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public:
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GLMDisplayModeInfoFields m_info;
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GLMDisplayMode( uint width, uint height, uint refreshHz );
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~GLMDisplayMode( void );
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void Dump( int which );
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};
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//===============================================================================
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// GLMDisplayInfoFields is in glmdisplay.h
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class GLMDisplayInfo
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{
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public:
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GLMDisplayInfoFields m_info;
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std::vector< GLMDisplayMode* > *m_modes; // starts out NULL, set by PopulateModes
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GLMDisplayInfo( CGDirectDisplayID displayID, CGOpenGLDisplayMask displayMask );
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~GLMDisplayInfo( void );
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void PopulateModes( void );
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void Dump( int which );
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};
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//===============================================================================
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// GLMRendererInfoFields is in glmdisplay.h
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class GLMRendererInfo
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{
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public:
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GLMRendererInfoFields m_info;
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std::vector< GLMDisplayInfo* > *m_displays; // starts out NULL, set by PopulateDisplays
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GLMRendererInfo ( GLMRendererInfoFields *info );
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~GLMRendererInfo ( void );
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void PopulateDisplays( void );
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void Dump( int which );
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};
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//===============================================================================
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// this is just a tuple describing fake adapters which are really renderer/display pairings.
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// dxabstract bridges the gap between the d3d adapter-centric world and the GL renderer+display world.
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// this makes it straightforward to handle cases like two video cards with two displays on one, and one on the other -
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// you get three fake adapters which represent each useful screen.
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// the constraint that dxa will have to follow though, is that if the user wants to change their
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// display selection for full screen, they would only be able to pick on that has the same underlying renderer.
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// can't change fakeAdapter from one to another with different GL renderer under it. Screen hop but no card hop.
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struct GLMFakeAdapter
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{
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int m_rendererIndex;
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int m_displayIndex;
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};
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class GLMDisplayDB
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{
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public:
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std::vector< GLMRendererInfo* > *m_renderers; // starts out NULL, set by PopulateRenderers
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std::vector< GLMFakeAdapter > m_fakeAdapters;
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GLMDisplayDB ( void );
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~GLMDisplayDB ( void );
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virtual void PopulateRenderers( void );
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virtual void PopulateFakeAdapters( uint realRendererIndex ); // fake adapters = one real adapter times however many displays are on it
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virtual void Populate( void );
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// The info-get functions return false on success.
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virtual int GetFakeAdapterCount( void );
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virtual bool GetFakeAdapterInfo( int fakeAdapterIndex, int *rendererOut, int *displayOut, GLMRendererInfoFields *rendererInfoOut, GLMDisplayInfoFields *displayInfoOut );
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virtual int GetRendererCount( void );
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virtual bool GetRendererInfo( int rendererIndex, GLMRendererInfoFields *infoOut );
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virtual int GetDisplayCount( int rendererIndex );
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virtual bool GetDisplayInfo( int rendererIndex, int displayIndex, GLMDisplayInfoFields *infoOut );
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virtual int GetModeCount( int rendererIndex, int displayIndex );
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virtual bool GetModeInfo( int rendererIndex, int displayIndex, int modeIndex, GLMDisplayModeInfoFields *infoOut );
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virtual void Dump( void );
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};
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#endif
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