public ThreadedGraphicsContext(Sdl2GraphicsContext context, int batchSize) { BatchSize = batchSize; renderThread = new Thread(RenderThread) { Name = "ThreadedGraphicsContext RenderThread", IsBackground = true }; lock (syncObject) { // Start and wait for the rendering thread to have initialized before returning. // Otherwise, the delegates may not have been set yet. renderThread.Start(context); Monitor.Wait(syncObject); } }
public Sdl2PlatformWindow(Size requestEffectiveWindowSize, WindowMode windowMode, float scaleModifier, int batchSize, int videoDisplay, GLProfile requestProfile, bool enableLegacyGL) { // Lock the Window/Surface properties until initialization is complete lock (syncObject) { this.scaleModifier = scaleModifier; // Disable legacy scaling on Windows if (Platform.CurrentPlatform == PlatformType.Windows) { SetProcessDPIAware(); } // Decide which OpenGL profile to use. // Prefer standard GL over GLES provided by the native driver var testProfiles = new List <GLProfile> { GLProfile.ANGLE, GLProfile.Modern, GLProfile.Embedded }; if (enableLegacyGL) { testProfiles.Add(GLProfile.Legacy); } supportedProfiles = testProfiles .Where(CanCreateGLWindow) .ToArray(); if (!supportedProfiles.Any()) { throw new InvalidOperationException("No supported OpenGL profiles were found."); } profile = supportedProfiles.Contains(requestProfile) ? requestProfile : supportedProfiles.First(); // Note: This must be called after the CanCreateGLWindow checks above, // which needs to create and destroy its own SDL contexts as a workaround for specific buggy drivers SDL.SDL_Init(SDL.SDL_INIT_VIDEO); SetSDLAttributes(profile); Console.WriteLine("Using SDL 2 with OpenGL ({0}) renderer", profile); if (videoDisplay < 0 || videoDisplay >= DisplayCount) { videoDisplay = 0; } SDL.SDL_GetCurrentDisplayMode(videoDisplay, out var display); // Windows and Linux define window sizes in native pixel units. // Query the display/dpi scale so we can convert our requested effective size to pixels. // This is not necessary on macOS, which defines window sizes in effective units ("points"). if (Platform.CurrentPlatform == PlatformType.Windows) { // Launch the game with OPENRA_DISPLAY_SCALE to force a specific scaling factor // Otherwise fall back to Windows's DPI configuration var scaleVariable = Environment.GetEnvironmentVariable("OPENRA_DISPLAY_SCALE"); if (scaleVariable == null || !float.TryParse(scaleVariable, NumberStyles.Float, NumberFormatInfo.InvariantInfo, out windowScale) || windowScale <= 0) { if (SDL.SDL_GetDisplayDPI(videoDisplay, out var ddpi, out _, out _) == 0) { windowScale = ddpi / 96; } } } else if (Platform.CurrentPlatform == PlatformType.Linux) { // Launch the game with OPENRA_DISPLAY_SCALE to force a specific scaling factor // Otherwise fall back to GDK_SCALE or parsing the x11 DPI configuration var scaleVariable = Environment.GetEnvironmentVariable("OPENRA_DISPLAY_SCALE") ?? Environment.GetEnvironmentVariable("GDK_SCALE"); if (scaleVariable == null || !float.TryParse(scaleVariable, NumberStyles.Float, NumberFormatInfo.InvariantInfo, out windowScale) || windowScale <= 0) { // Attempt to automatically detect DPI try { var psi = new ProcessStartInfo("/usr/bin/xrdb", "-query"); psi.UseShellExecute = false; psi.RedirectStandardOutput = true; var p = Process.Start(psi); var lines = p.StandardOutput.ReadToEnd().Split('\n'); foreach (var line in lines) { if (line.StartsWith("Xft.dpi") && int.TryParse(line.Substring(8), out var dpi)) { windowScale = dpi / 96f; } } } catch { } } } Console.WriteLine("Desktop resolution: {0}x{1}", display.w, display.h); if (requestEffectiveWindowSize.Width == 0 && requestEffectiveWindowSize.Height == 0) { Console.WriteLine("No custom resolution provided, using desktop resolution"); surfaceSize = windowSize = new Size(display.w, display.h); } else { surfaceSize = windowSize = new Size((int)(requestEffectiveWindowSize.Width * windowScale), (int)(requestEffectiveWindowSize.Height * windowScale)); } Console.WriteLine("Using resolution: {0}x{1}", windowSize.Width, windowSize.Height); var windowFlags = SDL.SDL_WindowFlags.SDL_WINDOW_OPENGL | SDL.SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI; // HiDPI doesn't work properly on OSX with (legacy) fullscreen mode if (Platform.CurrentPlatform == PlatformType.OSX && windowMode == WindowMode.Fullscreen) { SDL.SDL_SetHint(SDL.SDL_HINT_VIDEO_HIGHDPI_DISABLED, "1"); } window = SDL.SDL_CreateWindow("OpenRA", SDL.SDL_WINDOWPOS_CENTERED_DISPLAY(videoDisplay), SDL.SDL_WINDOWPOS_CENTERED_DISPLAY(videoDisplay), windowSize.Width, windowSize.Height, windowFlags); if (Platform.CurrentPlatform == PlatformType.Linux) { // The KDE task switcher limits itself to the 128px icon unless we // set an X11 _KDE_NET_WM_DESKTOP_FILE property on the window var currentDesktop = Environment.GetEnvironmentVariable("XDG_CURRENT_DESKTOP"); var desktopFilename = Environment.GetEnvironmentVariable("OPENRA_DESKTOP_FILENAME"); if (desktopFilename != null && currentDesktop == "KDE") { try { var info = default(SDL.SDL_SysWMinfo); SDL.SDL_VERSION(out info.version); SDL.SDL_GetWindowWMInfo(Window, ref info); var d = info.info.x11.display; var w = info.info.x11.window; var property = XInternAtom(d, "_KDE_NET_WM_DESKTOP_FILE", false); var type = XInternAtom(d, "UTF8_STRING", false); XChangeProperty(d, w, property, type, 8, IntPtr.Zero, desktopFilename, desktopFilename.Length + 1); XFlush(d); } catch { Log.Write("debug", "Failed to set _KDE_NET_WM_DESKTOP_FILE"); Console.WriteLine("Failed to set _KDE_NET_WM_DESKTOP_FILE"); } } } // Enable high resolution rendering for Retina displays if (Platform.CurrentPlatform == PlatformType.OSX) { // OSX defines the window size in "points", with a device-dependent number of pixels per point. // The window scale is simply the ratio of GL pixels / window points. SDL.SDL_GL_GetDrawableSize(Window, out var width, out var height); surfaceSize = new Size(width, height); windowScale = width * 1f / windowSize.Width; } else { windowSize = new Size((int)(surfaceSize.Width / windowScale), (int)(surfaceSize.Height / windowScale)); } Console.WriteLine("Using window scale {0:F2}", windowScale); if (Game.Settings.Game.LockMouseWindow) { GrabWindowMouseFocus(); } else { ReleaseWindowMouseFocus(); } if (windowMode == WindowMode.Fullscreen) { SDL.SDL_SetWindowFullscreen(Window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN); // Fullscreen mode on OSX will ignore the configured display resolution // and instead always picks an arbitrary scaled resolution choice that may // not match the window size, leading to graphical and input issues. // We work around this by force disabling HiDPI and resetting the window and // surface sizes to match the size that is forced by SDL. // This is usually not what the player wants, but is the best we can consistently do. if (Platform.CurrentPlatform == PlatformType.OSX) { SDL.SDL_GetWindowSize(Window, out var width, out var height); windowSize = surfaceSize = new Size(width, height); windowScale = 1; } } else if (windowMode == WindowMode.PseudoFullscreen) { SDL.SDL_SetWindowFullscreen(Window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP); SDL.SDL_SetHint(SDL.SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0"); } } // Run graphics rendering on a dedicated thread. // The calling thread will then have more time to process other tasks, since rendering happens in parallel. // If the calling thread is the main game thread, this means it can run more logic and render ticks. // This is disabled when running in windowed mode on Windows because it breaks the ability to minimize/restore the window. if (Platform.CurrentPlatform == PlatformType.Windows && windowMode == WindowMode.Windowed) { var ctx = new Sdl2GraphicsContext(this); ctx.InitializeOpenGL(); context = ctx; } else { context = new ThreadedGraphicsContext(new Sdl2GraphicsContext(this), batchSize); } context.SetVSyncEnabled(Game.Settings.Graphics.VSync); SDL.SDL_SetModState(SDL.SDL_Keymod.KMOD_NONE); input = new Sdl2Input(); }
public Sdl2PlatformWindow(Size requestWindowSize, WindowMode windowMode, int batchSize) { Console.WriteLine("Using SDL 2 with OpenGL renderer"); // Lock the Window/Surface properties until initialization is complete lock (syncObject) { windowSize = requestWindowSize; // Disable legacy scaling on Windows if (Platform.CurrentPlatform == PlatformType.Windows && !Game.Settings.Graphics.DisableWindowsDPIScaling) { SetProcessDPIAware(); } SDL.SDL_Init(SDL.SDL_INIT_NOPARACHUTE | SDL.SDL_INIT_VIDEO); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_DOUBLEBUFFER, 1); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_RED_SIZE, 8); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_GREEN_SIZE, 8); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_BLUE_SIZE, 8); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_ALPHA_SIZE, 0); SDL.SDL_DisplayMode display; SDL.SDL_GetCurrentDisplayMode(0, out display); Console.WriteLine("Desktop resolution: {0}x{1}", display.w, display.h); if (windowSize.Width == 0 && windowSize.Height == 0) { Console.WriteLine("No custom resolution provided, using desktop resolution"); windowSize = new Size(display.w, display.h); } Console.WriteLine("Using resolution: {0}x{1}", windowSize.Width, windowSize.Height); var windowFlags = SDL.SDL_WindowFlags.SDL_WINDOW_OPENGL | SDL.SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI; // HiDPI doesn't work properly on OSX with (legacy) fullscreen mode if (Platform.CurrentPlatform == PlatformType.OSX && windowMode == WindowMode.Fullscreen) { SDL.SDL_SetHint(SDL.SDL_HINT_VIDEO_HIGHDPI_DISABLED, "1"); } window = SDL.SDL_CreateWindow("OpenRA", SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED, windowSize.Width, windowSize.Height, windowFlags); surfaceSize = windowSize; windowScale = 1; // Enable high resolution rendering for Retina displays if (Platform.CurrentPlatform == PlatformType.OSX) { // OSX defines the window size in "points", with a device-dependent number of pixels per point. // The window scale is simply the ratio of GL pixels / window points. int width, height; SDL.SDL_GL_GetDrawableSize(Window, out width, out height); surfaceSize = new Size(width, height); windowScale = width * 1f / windowSize.Width; } else if (Platform.CurrentPlatform == PlatformType.Windows) { float ddpi, hdpi, vdpi; if (!Game.Settings.Graphics.DisableWindowsDPIScaling && SDL.SDL_GetDisplayDPI(0, out ddpi, out hdpi, out vdpi) == 0) { windowScale = ddpi / 96; windowSize = new Size((int)(surfaceSize.Width / windowScale), (int)(surfaceSize.Height / windowScale)); } } else { float scale = 1; var scaleVariable = Environment.GetEnvironmentVariable("OPENRA_DISPLAY_SCALE"); if (scaleVariable != null && float.TryParse(scaleVariable, out scale)) { windowScale = scale; windowSize = new Size((int)(surfaceSize.Width / windowScale), (int)(surfaceSize.Height / windowScale)); } } Console.WriteLine("Using window scale {0:F2}", windowScale); if (Game.Settings.Game.LockMouseWindow) { GrabWindowMouseFocus(); } else { ReleaseWindowMouseFocus(); } if (windowMode == WindowMode.Fullscreen) { SDL.SDL_SetWindowFullscreen(Window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN); // Fullscreen mode on OSX will ignore the configured display resolution // and instead always picks an arbitrary scaled resolution choice that may // not match the window size, leading to graphical and input issues. // We work around this by force disabling HiDPI and resetting the window and // surface sizes to match the size that is forced by SDL. // This is usually not what the player wants, but is the best we can consistently do. if (Platform.CurrentPlatform == PlatformType.OSX) { int width, height; SDL.SDL_GetWindowSize(Window, out width, out height); windowSize = surfaceSize = new Size(width, height); windowScale = 1; } } else if (windowMode == WindowMode.PseudoFullscreen) { // Work around a visual glitch in OSX: the window is offset // partially offscreen if the dock is at the left of the screen if (Platform.CurrentPlatform == PlatformType.OSX) { SDL.SDL_SetWindowPosition(Window, 0, 0); } SDL.SDL_SetWindowFullscreen(Window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP); SDL.SDL_SetHint(SDL.SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0"); } } // Run graphics rendering on a dedicated thread. // The calling thread will then have more time to process other tasks, since rendering happens in parallel. // If the calling thread is the main game thread, this means it can run more logic and render ticks. // This is disabled on Windows because it breaks the ability to minimize/restore the window from the taskbar for reasons that we dont understand. var threadedRenderer = Platform.CurrentPlatform != PlatformType.Windows || !Game.Settings.Graphics.DisableWindowsRenderThread; if (threadedRenderer) { var ctx = new Sdl2GraphicsContext(this); ctx.InitializeOpenGL(); context = ctx; } else { context = new ThreadedGraphicsContext(new Sdl2GraphicsContext(this), batchSize); } SDL.SDL_SetModState(SDL.SDL_Keymod.KMOD_NONE); input = new Sdl2Input(); }
public Sdl2PlatformWindow(Size requestWindowSize, WindowMode windowMode, int batchSize) { // Lock the Window/Surface properties until initialization is complete lock (syncObject) { windowSize = requestWindowSize; // Disable legacy scaling on Windows if (Platform.CurrentPlatform == PlatformType.Windows && !Game.Settings.Graphics.DisableWindowsDPIScaling) { SetProcessDPIAware(); } SDL.SDL_Init(SDL.SDL_INIT_NOPARACHUTE | SDL.SDL_INIT_VIDEO); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_DOUBLEBUFFER, 1); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_RED_SIZE, 8); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_GREEN_SIZE, 8); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_BLUE_SIZE, 8); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_ALPHA_SIZE, 0); // Decide between OpenGL and OpenGL ES rendering // Test whether we can use the preferred renderer and fall back to the other if that fails // If neither works we will throw a graphics error later when trying to create the real window bool useGLES; if (Game.Settings.Graphics.PreferGLES) { useGLES = CanCreateGLWindow(3, 0, SDL.SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_ES); } else { useGLES = !CanCreateGLWindow(3, 2, SDL.SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_CORE); } var glMajor = 3; var glMinor = useGLES ? 0 : 2; var glProfile = useGLES ? SDL.SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_ES : SDL.SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_CORE; SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MAJOR_VERSION, glMajor); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MINOR_VERSION, glMinor); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_PROFILE_MASK, (int)glProfile); Console.WriteLine("Using SDL 2 with OpenGL{0} renderer", useGLES ? " ES" : ""); SDL.SDL_DisplayMode display; SDL.SDL_GetCurrentDisplayMode(0, out display); Console.WriteLine("Desktop resolution: {0}x{1}", display.w, display.h); if (windowSize.Width == 0 && windowSize.Height == 0) { Console.WriteLine("No custom resolution provided, using desktop resolution"); windowSize = new Size(display.w, display.h); } Console.WriteLine("Using resolution: {0}x{1}", windowSize.Width, windowSize.Height); var windowFlags = SDL.SDL_WindowFlags.SDL_WINDOW_OPENGL | SDL.SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI; // HiDPI doesn't work properly on OSX with (legacy) fullscreen mode if (Platform.CurrentPlatform == PlatformType.OSX && windowMode == WindowMode.Fullscreen) { SDL.SDL_SetHint(SDL.SDL_HINT_VIDEO_HIGHDPI_DISABLED, "1"); } window = SDL.SDL_CreateWindow("OpenRA", SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED, windowSize.Width, windowSize.Height, windowFlags); // Work around an issue in macOS's GL backend where the window remains permanently black // (if dark mode is enabled) unless we drain the event queue before initializing GL if (Platform.CurrentPlatform == PlatformType.OSX) { SDL.SDL_Event e; while (SDL.SDL_PollEvent(out e) != 0) { // We can safely ignore all mouse/keyboard events and window size changes // (these will be caught in the window setup below), but do need to process focus if (e.type == SDL.SDL_EventType.SDL_WINDOWEVENT) { switch (e.window.windowEvent) { case SDL.SDL_WindowEventID.SDL_WINDOWEVENT_FOCUS_LOST: Game.HasInputFocus = false; break; case SDL.SDL_WindowEventID.SDL_WINDOWEVENT_FOCUS_GAINED: Game.HasInputFocus = true; break; } } } } surfaceSize = windowSize; windowScale = 1; // Enable high resolution rendering for Retina displays if (Platform.CurrentPlatform == PlatformType.OSX) { // OSX defines the window size in "points", with a device-dependent number of pixels per point. // The window scale is simply the ratio of GL pixels / window points. int width, height; SDL.SDL_GL_GetDrawableSize(Window, out width, out height); surfaceSize = new Size(width, height); windowScale = width * 1f / windowSize.Width; } else if (Platform.CurrentPlatform == PlatformType.Windows) { float ddpi, hdpi, vdpi; if (!Game.Settings.Graphics.DisableWindowsDPIScaling && SDL.SDL_GetDisplayDPI(0, out ddpi, out hdpi, out vdpi) == 0) { windowScale = ddpi / 96; windowSize = new Size((int)(surfaceSize.Width / windowScale), (int)(surfaceSize.Height / windowScale)); } } else { float scale = 1; var scaleVariable = Environment.GetEnvironmentVariable("OPENRA_DISPLAY_SCALE"); if (scaleVariable != null && float.TryParse(scaleVariable, out scale)) { windowScale = scale; windowSize = new Size((int)(surfaceSize.Width / windowScale), (int)(surfaceSize.Height / windowScale)); } } Console.WriteLine("Using window scale {0:F2}", windowScale); if (Game.Settings.Game.LockMouseWindow) { GrabWindowMouseFocus(); } else { ReleaseWindowMouseFocus(); } if (windowMode == WindowMode.Fullscreen) { SDL.SDL_SetWindowFullscreen(Window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN); // Fullscreen mode on OSX will ignore the configured display resolution // and instead always picks an arbitrary scaled resolution choice that may // not match the window size, leading to graphical and input issues. // We work around this by force disabling HiDPI and resetting the window and // surface sizes to match the size that is forced by SDL. // This is usually not what the player wants, but is the best we can consistently do. if (Platform.CurrentPlatform == PlatformType.OSX) { int width, height; SDL.SDL_GetWindowSize(Window, out width, out height); windowSize = surfaceSize = new Size(width, height); windowScale = 1; } } else if (windowMode == WindowMode.PseudoFullscreen) { // Work around a visual glitch in OSX: the window is offset // partially offscreen if the dock is at the left of the screen if (Platform.CurrentPlatform == PlatformType.OSX) { SDL.SDL_SetWindowPosition(Window, 0, 0); } SDL.SDL_SetWindowFullscreen(Window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP); SDL.SDL_SetHint(SDL.SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0"); } } // Run graphics rendering on a dedicated thread. // The calling thread will then have more time to process other tasks, since rendering happens in parallel. // If the calling thread is the main game thread, this means it can run more logic and render ticks. // This is disabled on Windows because it breaks the ability to minimize/restore the window from the taskbar for reasons that we dont understand. var threadedRenderer = Platform.CurrentPlatform != PlatformType.Windows || !Game.Settings.Graphics.DisableWindowsRenderThread; if (!threadedRenderer) { var ctx = new Sdl2GraphicsContext(this); ctx.InitializeOpenGL(); context = ctx; } else { context = new ThreadedGraphicsContext(new Sdl2GraphicsContext(this), batchSize); } SDL.SDL_SetModState(SDL.SDL_Keymod.KMOD_NONE); input = new Sdl2Input(); }