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// Copyright 2015 The Go Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
// +build windows
package gldriver
import (
"errors"
"fmt"
"runtime"
"syscall"
"unsafe"
"golang.org/x/exp/shiny/driver/internal/win32"
"golang.org/x/exp/shiny/screen"
"golang.org/x/mobile/event/key"
"golang.org/x/mobile/event/lifecycle"
"golang.org/x/mobile/event/mouse"
"golang.org/x/mobile/event/paint"
"golang.org/x/mobile/event/size"
"golang.org/x/mobile/gl"
)
// TODO: change this to true, after manual testing on Win32.
const useLifecycler = false
// TODO: change this to true, after manual testing on Win32.
const handleSizeEventsAtChannelReceive = false
func main(f func(screen.Screen)) error {
return win32.Main(func() { f(theScreen) })
}
var (
eglGetPlatformDisplayEXT = gl.LibEGL.NewProc("eglGetPlatformDisplayEXT")
eglInitialize = gl.LibEGL.NewProc("eglInitialize")
eglChooseConfig = gl.LibEGL.NewProc("eglChooseConfig")
eglGetError = gl.LibEGL.NewProc("eglGetError")
eglBindAPI = gl.LibEGL.NewProc("eglBindAPI")
eglCreateWindowSurface = gl.LibEGL.NewProc("eglCreateWindowSurface")
eglCreateContext = gl.LibEGL.NewProc("eglCreateContext")
eglMakeCurrent = gl.LibEGL.NewProc("eglMakeCurrent")
eglSwapInterval = gl.LibEGL.NewProc("eglSwapInterval")
eglDestroySurface = gl.LibEGL.NewProc("eglDestroySurface")
eglSwapBuffers = gl.LibEGL.NewProc("eglSwapBuffers")
)
type eglConfig uintptr // void*
type eglInt int32
var rgb888 = [...]eglInt{
_EGL_RENDERABLE_TYPE, _EGL_OPENGL_ES2_BIT,
_EGL_SURFACE_TYPE, _EGL_WINDOW_BIT,
_EGL_BLUE_SIZE, 8,
_EGL_GREEN_SIZE, 8,
_EGL_RED_SIZE, 8,
_EGL_DEPTH_SIZE, 16,
_EGL_STENCIL_SIZE, 8,
_EGL_NONE,
}
type ctxWin32 struct {
ctx uintptr
display uintptr // EGLDisplay
surface uintptr // EGLSurface
}
func newWindow(opts *screen.NewWindowOptions) (uintptr, error) {
w, err := win32.NewWindow(opts)
if err != nil {
return 0, err
}
return uintptr(w), nil
}
func initWindow(w *windowImpl) {
w.glctx, w.worker = gl.NewContext()
}
func showWindow(w *windowImpl) {
// Show makes an initial call to sizeEvent (via win32.SizeEvent), where
// we setup the EGL surface and GL context.
win32.Show(syscall.Handle(w.id))
}
func closeWindow(id uintptr) {} // TODO
func drawLoop(w *windowImpl) {
runtime.LockOSThread()
display := w.ctx.(ctxWin32).display
surface := w.ctx.(ctxWin32).surface
ctx := w.ctx.(ctxWin32).ctx
if ret, _, _ := eglMakeCurrent.Call(display, surface, surface, ctx); ret == 0 {
panic(fmt.Sprintf("eglMakeCurrent failed: %v", eglErr()))
}
// TODO(crawshaw): exit this goroutine on Release.
workAvailable := w.worker.WorkAvailable()
for {
select {
case <-workAvailable:
w.worker.DoWork()
case <-w.publish:
loop:
for {
select {
case <-workAvailable:
w.worker.DoWork()
default:
break loop
}
}
if ret, _, _ := eglSwapBuffers.Call(display, surface); ret == 0 {
panic(fmt.Sprintf("eglSwapBuffers failed: %v", eglErr()))
}
w.publishDone <- screen.PublishResult{}
}
}
}
func init() {
win32.SizeEvent = sizeEvent
win32.PaintEvent = paintEvent
win32.MouseEvent = mouseEvent
win32.KeyEvent = keyEvent
win32.LifecycleEvent = lifecycleEvent
}
func lifecycleEvent(hwnd syscall.Handle, to lifecycle.Stage) {
theScreen.mu.Lock()
w := theScreen.windows[uintptr(hwnd)]
theScreen.mu.Unlock()
if w.lifecycleStage == to {
return
}
w.Send(lifecycle.Event{
From: w.lifecycleStage,
To: to,
DrawContext: w.glctx,
})
w.lifecycleStage = to
}
func mouseEvent(hwnd syscall.Handle, e mouse.Event) {
theScreen.mu.Lock()
w := theScreen.windows[uintptr(hwnd)]
theScreen.mu.Unlock()
w.Send(e)
}
func keyEvent(hwnd syscall.Handle, e key.Event) {
theScreen.mu.Lock()
w := theScreen.windows[uintptr(hwnd)]
theScreen.mu.Unlock()
w.Send(e)
}
func paintEvent(hwnd syscall.Handle, e paint.Event) {
theScreen.mu.Lock()
w := theScreen.windows[uintptr(hwnd)]
theScreen.mu.Unlock()
if w.ctx == nil {
// Sometimes a paint event comes in before initial
// window size is set. Ignore it.
return
}
// TODO: the paint.Event should have External: true.
w.Send(paint.Event{})
}
func sizeEvent(hwnd syscall.Handle, e size.Event) {
theScreen.mu.Lock()
w := theScreen.windows[uintptr(hwnd)]
theScreen.mu.Unlock()
if w.ctx == nil {
// This is the initial size event on window creation.
// Create an EGL surface and spin up a GL context.
if err := createEGLSurface(hwnd, w); err != nil {
panic(err)
}
go drawLoop(w)
}
if !handleSizeEventsAtChannelReceive {
w.szMu.Lock()
w.sz = e
w.szMu.Unlock()
}
w.Send(e)
if handleSizeEventsAtChannelReceive {
return
}
// Screen is dirty, generate a paint event.
//
// The sizeEvent function is called on the goroutine responsible for
// calling the GL worker.DoWork. When compiling with -tags gldebug,
// these GL calls are blocking (so we can read the error message), so
// to make progress they need to happen on another goroutine.
go func() {
// TODO: this call to Viewport is not right, but is very hard to
// do correctly with our async events channel model. We want
// the call to Viewport to be made the instant before the
// paint.Event is received.
w.glctxMu.Lock()
w.glctx.Viewport(0, 0, e.WidthPx, e.HeightPx)
w.glctx.ClearColor(0, 0, 0, 1)
w.glctx.Clear(gl.COLOR_BUFFER_BIT)
w.glctxMu.Unlock()
w.Send(paint.Event{})
}()
}
func eglErr() error {
if ret, _, _ := eglGetError.Call(); ret != _EGL_SUCCESS {
return errors.New(eglErrString(ret))
}
return nil
}
func createEGLSurface(hwnd syscall.Handle, w *windowImpl) error {
var displayAttribPlatforms = [][]eglInt{
// Default
[]eglInt{
_EGL_PLATFORM_ANGLE_TYPE_ANGLE,
_EGL_PLATFORM_ANGLE_TYPE_DEFAULT_ANGLE,
_EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, _EGL_DONT_CARE,
_EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, _EGL_DONT_CARE,
_EGL_NONE,
},
// Direct3D 11
[]eglInt{
_EGL_PLATFORM_ANGLE_TYPE_ANGLE,
_EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
_EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, _EGL_DONT_CARE,
_EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, _EGL_DONT_CARE,
_EGL_NONE,
},
// Direct3D 9
[]eglInt{
_EGL_PLATFORM_ANGLE_TYPE_ANGLE,
_EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE,
_EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, _EGL_DONT_CARE,
_EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, _EGL_DONT_CARE,
_EGL_NONE,
},
// Direct3D 11 with WARP
// https://msdn.microsoft.com/en-us/library/windows/desktop/gg615082.aspx
[]eglInt{
_EGL_PLATFORM_ANGLE_TYPE_ANGLE,
_EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
_EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE,
_EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE,
_EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, _EGL_DONT_CARE,
_EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, _EGL_DONT_CARE,
_EGL_NONE,
},
}
dc, err := win32.GetDC(hwnd)
if err != nil {
return fmt.Errorf("win32.GetDC failed: %v", err)
}
var display uintptr = _EGL_NO_DISPLAY
for i, displayAttrib := range displayAttribPlatforms {
lastTry := i == len(displayAttribPlatforms)-1
display, _, _ = eglGetPlatformDisplayEXT.Call(
_EGL_PLATFORM_ANGLE_ANGLE,
uintptr(dc),
uintptr(unsafe.Pointer(&displayAttrib[0])),
)
if display == _EGL_NO_DISPLAY {
if !lastTry {
continue
}
return fmt.Errorf("eglGetPlatformDisplayEXT failed: %v", eglErr())
}
if ret, _, _ := eglInitialize.Call(display, 0, 0); ret == 0 {
if !lastTry {
continue
}
return fmt.Errorf("eglInitialize failed: %v", eglErr())
}
}
eglBindAPI.Call(_EGL_OPENGL_ES_API)
if err := eglErr(); err != nil {
return err
}
var numConfigs eglInt
var config eglConfig
ret, _, _ := eglChooseConfig.Call(
display,
uintptr(unsafe.Pointer(&rgb888[0])),
uintptr(unsafe.Pointer(&config)),
1,
uintptr(unsafe.Pointer(&numConfigs)),
)
if ret == 0 {
return fmt.Errorf("eglChooseConfig failed: %v", eglErr())
}
if numConfigs <= 0 {
return errors.New("eglChooseConfig found no valid config")
}
surface, _, _ := eglCreateWindowSurface.Call(display, uintptr(config), uintptr(hwnd), 0, 0)
if surface == _EGL_NO_SURFACE {
return fmt.Errorf("eglCreateWindowSurface failed: %v", eglErr())
}
contextAttribs := [...]eglInt{
_EGL_CONTEXT_CLIENT_VERSION, 2,
_EGL_NONE,
}
context, _, _ := eglCreateContext.Call(
display,
uintptr(config),
_EGL_NO_CONTEXT,
uintptr(unsafe.Pointer(&contextAttribs[0])),
)
if context == _EGL_NO_CONTEXT {
return fmt.Errorf("eglCreateContext failed: %v", eglErr())
}
eglSwapInterval.Call(display, 1)
w.ctx = ctxWin32{
ctx: context,
display: display,
surface: surface,
}
return nil
}
func surfaceCreate() error {
return errors.New("gldriver: surface creation not implemented on windows")
}