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https://github.com/cocos/cocos-engine.git
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The operation of swapping (presenting) buffers is done in gfx::Device::present. To swap multi-systemwindows, multiple gfx swapchains need be created, and relevant gfx backend will iterate each swapchain and present them. Therefore, `swap buffers` operation doesn't need to be in SystemWindow or SystemWindowManager.
```c++
void GLES3Device::present() {
CC_PROFILE(GLES3DevicePresent);
auto *queue = static_cast<GLES3Queue *>(_queue);
_numDrawCalls = queue->_numDrawCalls;
_numInstances = queue->_numInstances;
_numTriangles = queue->_numTriangles;
bool isGFXDeviceNeedsPresent = _xr ? _xr->isGFXDeviceNeedsPresent(_api) : true;
for (auto *swapchain : _swapchains) { // We iterate each swapchain and do the present thing here.
if (isGFXDeviceNeedsPresent) _gpuContext->present(swapchain);
}
if (_xr) _xr->postGFXDevicePresent(_api);
// Clear queue stats
queue->_numDrawCalls = 0;
queue->_numInstances = 0;
queue->_numTriangles = 0;
}
```
Besides, `SDL_GL_SwapWindow` invocation is doing nothing on Windows & Linux platforms, it will generate an SDL an error that `The specified window isn't an OpenGL window` because GL context is not created by SDL_GL_CreateContext. We create contexts in our gfx code.
https://github.com/libsdl-org/SDL/blob/main/src/video/SDL_video.c#L4192
```c++
#define NOT_AN_OPENGL_WINDOW "The specified window isn't an OpenGL window"
int
SDL_GL_SwapWindowWithResult(SDL_Window * window)
{
CHECK_WINDOW_MAGIC(window, -1);
if (!(window->flags & SDL_WINDOW_OPENGL)) {
return SDL_SetError(NOT_AN_OPENGL_WINDOW);
}
if (SDL_GL_GetCurrentWindow() != window) {
return SDL_SetError("The specified window has not been made current");
}
return _this->GL_SwapWindow(_this, window);
}
void
SDL_GL_SwapWindow(SDL_Window * window)
{
SDL_GL_SwapWindowWithResult(window);
}
```
Also, SDL_GL_SwapWindow could not take any effect if running on gfx Vulkan backend.
```c++
void SDLHelper::swapWindow(SDL_Window *window) {
SDL_GL_SwapWindow(window);
}
```
75 lines
2.3 KiB
C++
75 lines
2.3 KiB
C++
/****************************************************************************
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Copyright (c) 2022 Xiamen Yaji Software Co., Ltd.
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http://www.cocos.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated engine source code (the "Software"), a limited,
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worldwide, royalty-free, non-assignable, revocable and non-exclusive license
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to use Cocos Creator solely to develop games on your target platforms. You shall
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not use Cocos Creator software for developing other software or tools that's
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used for developing games. You are not granted to publish, distribute,
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sublicense, and/or sell copies of Cocos Creator.
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The software or tools in this License Agreement are licensed, not sold.
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Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "platform/empty/modules/SystemWindow.h"
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#include <functional>
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#include "base/Log.h"
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#include "base/Macros.h"
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#include "engine/EngineEvents.h"
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#include "platform/empty/EmptyPlatform.h"
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namespace {
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} // namespace
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namespace cc {
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SystemWindow::SystemWindow(uint32_t windowId, void* externalHandle)
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: _windowId(windowId) {
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if (externalHandle) {
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_windowHandle = reinterpret_cast<uintptr_t>(externalHandle);
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}
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}
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SystemWindow::~SystemWindow() = default;
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uintptr_t SystemWindow::getWindowHandle() const {
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return _windowHandle;
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}
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uint32_t SystemWindow::getWindowId() const {
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return _windowId;
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}
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void SystemWindow::setCursorEnabled(bool value) {
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}
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void SystemWindow::copyTextToClipboard(const ccstd::string& text) {
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// TODO
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}
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int SystemWindow::init() {
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return 0;
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}
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void SystemWindow::pollEvent(bool* quit) {
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return;
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}
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SystemWindow::Size SystemWindow::getViewSize() const {
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return Size{static_cast<float>(_width), static_cast<float>(_height)};
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}
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} // namespace cc
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