| Commit message (Collapse) | Author | Age |
|
|
|
|
| |
This is mainly just to keep things a bit more organized and separated
inside the codebase.
|
|
|
|
|
|
|
|
|
|
|
| |
Revert "win32: more wchar_t -> WCHAR replacements"
Revert "win32: replace wchar_t with WCHAR"
Doing a "partial" port of this makes no sense anymore from my
perspective. Revert the changes, as they're confusing without
context, maintenance, and progress. These changes were a bit
premature anyway, and might actually cause other issues
(locale neutrality etc. as it was pointed out).
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This was essentially missing from commit 0b52ac8a.
Since L"..." string literals have the type wchar_t[], we can't use them
for UTF-16 strings. Use C11 u"..." string literals instead. These have
the type char16_t[], but we simply assume char16_t is the same
underlying type as WCHAR. In practice, they're both unsigned short.
For this reason use -std=c11 on Windows. Since Windows is a "special"
environment (we require either MinGW or Cygwin), we don't need to worry
too much about compiler compatibility.
|
|
|
|
|
| |
The requested version field didn't make much sense anymore, and was even
partially ignored by some backends.
|
|
|
|
| |
Signed-off-by: wm4 <wm4@nowhere>
|
|
|
|
|
|
|
| |
This could help in cases where the DWM (Windows desktop compositor) adds another
layer of bufferring and therefore the SwapBuffers timing could get messed up.
Signed-off-by: wm4 <wm4@nowhere>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Don't load all the legacy functions (including ancient extensions).
Slightly simplify function loader and context creation, now that legacy
GL doesn't need to be handled. Remove the code for drawing OSD in legacy
mode.
Remove all the header hacks, which were meant for ancient OpenGL headers
which didn't even support things like OpenGL 1.3. Instead, adjust the
GLX check to make sure we get both OpenGL 3x and 2.1 symbols. For win32
and OSX, we assume that the user has the latest headers anyway. For
wayland, we hope that things somehow go right.
|
|
|
|
|
| |
Put the Vista+ (_WIN32_WINNT) and the COM C (COBJMACROS) defines into
the build system, instead of defining them over and over in the code.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This fixes the fullscreen issues on Intel for me. I'm baffled by it and
don't understand why this suddenly works. Intel drivers being shit?
Windows being shit? HWND or HDC being only 97% thread-safe instead of
98%? Me missing something subtle that is not documented anywhere?
Who knows.
Now instead of creating the HDC and OpenGL context on the renderer
thread, they're created on the GUI thread. The renderer thread will
then only call wglMakeCurrent, SwapBuffers, and OpenGL standard
functions.
Probably fixes github issue #968.
|
|
|
|
|
| |
Might handle some corner cases better. In particular, always call
wglMakeCurrent() with non-NULL HDC argument.
|
|
|
|
|
|
|
|
| |
If OpenGL 3.x doesn't work, the fallback to legacy GL will call the
function to create the DC again, and it will assert. Just make it not
to, and also simplify the code a bit.
Fixes #974.
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
CS_OWNDC will make GetDC() always return the same HDC. This might
become a problem when OpenGL rendering and window management are
on different threads. Although I'm not too sure about this; our
code never requests a HDC outside of the OpenGL backend, and it
depends on whether win32 will internally request DCs. But in any
case, this seems to be cleaner.
Move the GL pixelformat setup code to gl_w32.c, where it's actually
needed. This also fixes that SetPixelFormat() should be called only
once, and not every time video params change.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Preparation for moving win32 windowing to a separate thread.
The codesize is reduced a bit, because some small functions are
inlined, which reduces noise.
The main change is that now most functions use the private struct
directly, instead of accessing it indirectly through vo->w32.
Accesses to vo are minimalized.
The final goal is adding some sort of new windowing backend API. It
would be cleaner to use that as context pointer for all functions
(like struct vo was previously used), but since this is work in
progress, we just go with this commit.
|
| |
|
|
|
|
| |
Really now...
|
|
|
|
| |
This was cleaned up yesterday.
|
|
|
|
| |
Not very tested. At least it compiles.
|
|
|
|
| |
We got rid of this some time ago, but apparently not completely.
|
|
|
|
| |
Hopefully this works on Wayland and Cocoa, which I didn't test.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Instead of having separate callbacks for each backend-handled feature
(like MPGLContext.fullscreen, MPGLContext.border, etc.), pass the
VOCTRL responsible for this directly to the backend. This allows
removing a bunch of callbacks, that currently must be set even for
optional/lesser features (like VOCTRL_BORDER).
This requires changes to all VOs using gl_common, as well as all
backends that support gl_common.
Also introduce VOCTRL_CHECK_EVENTS. vo.check_events is now optional.
VO backends can use VOCTRL_CHECK_EVENTS instead to implementing
check_events. This has the advantage that the event handling code in
VOs doesn't have to be duplicated if vo_control() is used.
|
|
Do this instead of stuffing all x11/cocoa/win32/wayland specific code
into gl_common.c. The cocoa specific parts could probably go directly
into cocoa_common.m, possibly same with wayland.
Also redo how the list of backends is managed. Get rid of the GLTYPE_
constants. Instead of having a big switch() on GLTYPE_, each backend
entry has a function pointer to setup the MPGLContext callback (e.g.
mpgl_set_backend_x11()).
|