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-rw-r--r--drivers/egl/egl_manager.cpp65
-rw-r--r--drivers/egl/egl_manager.h7
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp21
-rw-r--r--drivers/gles3/rasterizer_gles3.h10
4 files changed, 99 insertions, 4 deletions
diff --git a/drivers/egl/egl_manager.cpp b/drivers/egl/egl_manager.cpp
index 9c1d08331d..d0ebe1491d 100644
--- a/drivers/egl/egl_manager.cpp
+++ b/drivers/egl/egl_manager.cpp
@@ -30,6 +30,8 @@
#include "egl_manager.h"
+#include "drivers/gles3/rasterizer_gles3.h"
+
#ifdef EGL_ENABLED
#if defined(EGL_STATIC)
@@ -51,6 +53,16 @@ extern "C" EGLAPI EGLDisplay EGLAPIENTRY eglGetPlatformDisplayEXT(EGLenum platfo
#define GLAD_EGL_EXT_platform_base 0
#endif
+#ifdef WINDOWS_ENABLED
+// Unofficial ANGLE extension: EGL_ANGLE_surface_orientation
+#ifndef EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE
+#define EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE 0x33A7
+#define EGL_SURFACE_ORIENTATION_ANGLE 0x33A8
+#define EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE 0x0001
+#define EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE 0x0002
+#endif
+#endif
+
// Creates and caches a GLDisplay. Returns -1 on error.
int EGLManager::_get_gldisplay_id(void *p_display) {
// Look for a cached GLDisplay.
@@ -115,6 +127,18 @@ int EGLManager::_get_gldisplay_id(void *p_display) {
}
#endif
+#ifdef WINDOWS_ENABLED
+ String client_extensions_string = eglQueryString(new_gldisplay.egl_display, EGL_EXTENSIONS);
+ if (eglGetError() == EGL_SUCCESS) {
+ Vector<String> egl_extensions = client_extensions_string.split(" ");
+
+ if (egl_extensions.has("EGL_ANGLE_surface_orientation")) {
+ new_gldisplay.has_EGL_ANGLE_surface_orientation = true;
+ print_verbose("EGL: EGL_ANGLE_surface_orientation is supported.");
+ }
+ }
+#endif
+
displays.push_back(new_gldisplay);
// Return the new GLDisplay's ID.
@@ -237,8 +261,29 @@ Error EGLManager::window_create(DisplayServer::WindowID p_window_id, void *p_dis
GLWindow &glwindow = windows[p_window_id];
glwindow.gldisplay_id = gldisplay_id;
+ Vector<EGLAttrib> egl_attribs;
+
+#ifdef WINDOWS_ENABLED
+ if (gldisplay.has_EGL_ANGLE_surface_orientation) {
+ EGLint optimal_orientation;
+ if (eglGetConfigAttrib(gldisplay.egl_display, gldisplay.egl_config, EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE, &optimal_orientation)) {
+ // We only need to support inverting Y for optimizing ANGLE on D3D11.
+ if (optimal_orientation & EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE && !(optimal_orientation & EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE)) {
+ egl_attribs.push_back(EGL_SURFACE_ORIENTATION_ANGLE);
+ egl_attribs.push_back(EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE);
+ }
+ } else {
+ ERR_PRINT(vformat("Failed to get EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE, error: 0x%08X", eglGetError()));
+ }
+ }
+
+ if (!egl_attribs.is_empty()) {
+ egl_attribs.push_back(EGL_NONE);
+ }
+#endif
+
if (GLAD_EGL_VERSION_1_5) {
- glwindow.egl_surface = eglCreatePlatformWindowSurface(gldisplay.egl_display, gldisplay.egl_config, p_native_window, nullptr);
+ glwindow.egl_surface = eglCreatePlatformWindowSurface(gldisplay.egl_display, gldisplay.egl_config, p_native_window, egl_attribs.ptr());
} else {
EGLNativeWindowType *native_window_type = (EGLNativeWindowType *)p_native_window;
glwindow.egl_surface = eglCreateWindowSurface(gldisplay.egl_display, gldisplay.egl_config, *native_window_type, nullptr);
@@ -250,6 +295,20 @@ Error EGLManager::window_create(DisplayServer::WindowID p_window_id, void *p_dis
glwindow.initialized = true;
+#ifdef WINDOWS_ENABLED
+ if (gldisplay.has_EGL_ANGLE_surface_orientation) {
+ EGLint orientation;
+ if (eglQuerySurface(gldisplay.egl_display, glwindow.egl_surface, EGL_SURFACE_ORIENTATION_ANGLE, &orientation)) {
+ if (orientation & EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE && !(orientation & EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE)) {
+ glwindow.flipped_y = true;
+ print_verbose("EGL: Using optimal surface orientation: Invert Y");
+ }
+ } else {
+ ERR_PRINT(vformat("Failed to get EGL_SURFACE_ORIENTATION_ANGLE, error: 0x%08X", eglGetError()));
+ }
+ }
+#endif
+
window_make_current(p_window_id);
return OK;
@@ -316,6 +375,10 @@ void EGLManager::window_make_current(DisplayServer::WindowID p_window_id) {
GLDisplay &current_display = displays[current_window->gldisplay_id];
eglMakeCurrent(current_display.egl_display, current_window->egl_surface, current_window->egl_surface, current_display.egl_context);
+
+#ifdef WINDOWS_ENABLED
+ RasterizerGLES3::set_screen_flipped_y(glwindow.flipped_y);
+#endif
}
void EGLManager::set_use_vsync(bool p_use) {
diff --git a/drivers/egl/egl_manager.h b/drivers/egl/egl_manager.h
index a4502c0687..f1b3dc99b7 100644
--- a/drivers/egl/egl_manager.h
+++ b/drivers/egl/egl_manager.h
@@ -53,11 +53,18 @@ private:
EGLDisplay egl_display = EGL_NO_DISPLAY;
EGLContext egl_context = EGL_NO_CONTEXT;
EGLConfig egl_config = nullptr;
+
+#ifdef WINDOWS_ENABLED
+ bool has_EGL_ANGLE_surface_orientation = false;
+#endif
};
// EGL specific window data.
struct GLWindow {
bool initialized = false;
+#ifdef WINDOWS_ENABLED
+ bool flipped_y = false;
+#endif
// An handle to the GLDisplay associated with this window.
int gldisplay_id = -1;
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index 37e7256d76..39aff2fc5e 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -82,6 +82,10 @@
#define strcpy strcpy_s
#endif
+#ifdef WINDOWS_ENABLED
+bool RasterizerGLES3::screen_flipped_y = false;
+#endif
+
bool RasterizerGLES3::gles_over_gl = true;
void RasterizerGLES3::begin_frame(double frame_step) {
@@ -380,6 +384,12 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display
flip_y = false;
}
+#ifdef WINDOWS_ENABLED
+ if (screen_flipped_y) {
+ flip_y = !flip_y;
+ }
+#endif
+
GLuint read_fbo = 0;
glGenFramebuffers(1, &read_fbo);
glBindFramebuffer(GL_READ_FRAMEBUFFER, read_fbo);
@@ -476,9 +486,14 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c
screenrect.position += ((Size2(win_size.width, win_size.height) - screenrect.size) / 2.0).floor();
}
- // Flip Y.
- screenrect.position.y = win_size.y - screenrect.position.y;
- screenrect.size.y = -screenrect.size.y;
+#ifdef WINDOWS_ENABLED
+ if (!screen_flipped_y)
+#endif
+ {
+ // Flip Y.
+ screenrect.position.y = win_size.y - screenrect.position.y;
+ screenrect.size.y = -screenrect.size.y;
+ }
// Normalize texture coordinates to window size.
screenrect.position /= win_size;
diff --git a/drivers/gles3/rasterizer_gles3.h b/drivers/gles3/rasterizer_gles3.h
index 80a4a792bb..0cf656e490 100644
--- a/drivers/gles3/rasterizer_gles3.h
+++ b/drivers/gles3/rasterizer_gles3.h
@@ -58,6 +58,10 @@ private:
double time_total = 0.0;
bool flip_xy_workaround = false;
+#ifdef WINDOWS_ENABLED
+ static bool screen_flipped_y;
+#endif
+
static bool gles_over_gl;
protected:
@@ -117,6 +121,12 @@ public:
low_end = true;
}
+#ifdef WINDOWS_ENABLED
+ static void set_screen_flipped_y(bool p_flipped) {
+ screen_flipped_y = p_flipped;
+ }
+#endif
+
_ALWAYS_INLINE_ uint64_t get_frame_number() const { return frame; }
_ALWAYS_INLINE_ double get_frame_delta_time() const { return delta; }
_ALWAYS_INLINE_ double get_total_time() const { return time_total; }