2015-12-08 07:31:57 +00:00
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/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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2016-07-19 17:35:25 +00:00
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* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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2020-04-17 21:33:23 +00:00
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* Copyright (C) 1992-2020 KiCad Developers, see AUTHORS.txt for contributors.
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2015-12-08 07:31:57 +00:00
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program 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 this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file cogl_att_list.cpp
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* @brief Implements a attribute list support for openGL
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*/
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#include "cogl_att_list.h"
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#include <macros.h>
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#include <wx/glcanvas.h>
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#include <fctsys.h>
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#include <wx/debug.h>
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2015-12-08 07:31:57 +00:00
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/**
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* Attributes list to be passed to a wxGLCanvas creation.
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*
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* This array should be 2*n+1
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* Sadly wxwidgets / glx < 13 allowed
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* a thing named "boolean attributes" that don't take a value.
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* (See src/unix/glx11.cpp -> wxGLCanvasX11::ConvertWXAttrsToGL() ).
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* To avoid problems due to this, just specify those attributes twice.
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* Only WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_STEREO are such boolean
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* attributes.
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*/
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const int COGL_ATT_LIST::m_openGL_attributes_list[] = {
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2015-12-08 07:31:57 +00:00
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// Boolean attributes (using itself at padding):
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// 0 1
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WX_GL_RGBA, WX_GL_RGBA,
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// 2 3
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WX_GL_DOUBLEBUFFER, WX_GL_DOUBLEBUFFER,
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// Normal attributes with values:
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// 4 5
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WX_GL_DEPTH_SIZE, 16,
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// 6 7
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WX_GL_STENCIL_SIZE, 8,
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// This ones need to be the last in the list (as the tags will set to 0 if AA fails)
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// 8 9
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WX_GL_SAMPLES, 0, // Disable AA for the start.
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//10 11
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WX_GL_SAMPLE_BUFFERS, 1, // Enable multisampling support (antialiasing).
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0, 0 // NULL termination
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};
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#define ATT_WX_GL_SAMPLES_OFFSET 8
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#define ATT_WX_GL_SAMPLES_OFFSET_DATA 9
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#define ATT_WX_GL_SAMPLE_BUFFERS_OFFSET 10
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#define ATT_WX_GL_SAMPLE_BUFFERS_DATA 11
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int COGL_ATT_LIST::m_openGL_attributes_list_to_use[
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arrayDim( COGL_ATT_LIST::m_openGL_attributes_list ) ] = { 0 };
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const int *COGL_ATT_LIST::GetAttributesList( ANTIALIASING_MODE aAntiAliasingMode )
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{
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wxASSERT( aAntiAliasingMode <= ANTIALIASING_MODE::AA_8X );
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memcpy( m_openGL_attributes_list_to_use,
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m_openGL_attributes_list,
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sizeof( m_openGL_attributes_list_to_use ) );
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if( aAntiAliasingMode > ANTIALIASING_MODE::AA_NONE )
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{
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// There is a bug on wxGLCanvas that makes IsDisplaySupported fail
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// while testing for antialiasing.
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// http://trac.wxwidgets.org/ticket/16909
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// this next code will only work after this bug is fixed
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//
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// On my experience (Mario) it was only working on Linux but failing on
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// Windows, so there was no AA.
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// Check if the canvas supports multisampling.
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if( wxGLCanvas::IsDisplaySupported( m_openGL_attributes_list_to_use ) )
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{
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static const int aaSamples[4] = {0, 2, 4, 8};
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// Check for possible sample sizes, start form the requested.
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int maxSamples = aaSamples[static_cast<int>( aAntiAliasingMode )];
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m_openGL_attributes_list_to_use[ATT_WX_GL_SAMPLES_OFFSET_DATA] = maxSamples;
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for( ; (maxSamples > 0) &&
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( !wxGLCanvas::IsDisplaySupported( m_openGL_attributes_list_to_use ) );
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maxSamples = maxSamples >> 1 )
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{
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m_openGL_attributes_list_to_use[ATT_WX_GL_SAMPLES_OFFSET_DATA] = maxSamples;
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}
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}
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else
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{
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aAntiAliasingMode = ANTIALIASING_MODE::AA_NONE;
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}
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}
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// Disable antialising if it failed or was not requested
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if( aAntiAliasingMode == ANTIALIASING_MODE::AA_NONE )
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{
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// Remove multisampling information
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// (hoping that the GPU driver will decide what is best)
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m_openGL_attributes_list_to_use[ATT_WX_GL_SAMPLES_OFFSET] = 0;
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m_openGL_attributes_list_to_use[ATT_WX_GL_SAMPLES_OFFSET_DATA] = 0;
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m_openGL_attributes_list_to_use[ATT_WX_GL_SAMPLE_BUFFERS_OFFSET] = 0;
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m_openGL_attributes_list_to_use[ATT_WX_GL_SAMPLE_BUFFERS_DATA] = 0;
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}
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return m_openGL_attributes_list_to_use;
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}
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