ludic/runtime/native/win32_gl.ll
Orkuncakilkaya 63d9f61bf1 feat(windows): a window sized by the display's scale, as a Retina Mac does
A game asking for 960 x 540 got 960 x 540 pixels - a quarter of a 4K panel.
w_fit_scale turns the display's DPI into a whole-number scale (96 -> 1, 168 and
192 -> 2), brought down until the window fits; win_open and win_gl_resize size
the client area with it, win_gl_scale reports it the way cocoa.ll reports the
backing scale, and the mouse still arrives in the game's own units.

Verified on a 3840x2160 panel at 175%: windowed gl_triangle's 640x360 window
draws a 1280x720 frame.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-13 02:46:00 +03:00

273 lines
9 KiB
LLVM

; ============================================================================
; win32_gl.ll — OpenGL on the Windows window (cocoa.ll's win_gl_* half).
;
; Linked into a windowed Windows program that uses Gl.*, beside win32.ll (the
; window) and gl_win.ll (which makes a 4.1 core context on a DC and fills the
; entry-point table). A headless build links gl_win_nowin.ll in its place.
;
; win_gl_attach() -> ok the context on the window's DC (0 = no window yet)
; win_gl_resize(w, h) a client area of w x h at the display's scale, centred
; win_gl_swap() SwapBuffers, paced by the swap interval
; win_gl_scale() -> int pixels per window unit: 1 at 100%, 2 at 175-200%, ...
; win_gl_drawable(out) the client area in pixels
; win_toggle_fullscreen() borderless, over the monitor the window is on
;
; The units follow cocoa.ll's points and backing pixels: a game asks for a 960 x 540
; window, the display's whole-number scale (w_fit_scale, win32.ll) turns that into
; pixels, win_gl_scale reports the factor as the Retina backing scale is reported,
; and the mouse keeps arriving in the game's own units because W_scale divides by it.
; ============================================================================
@W_hwnd = external global ptr
@W_hdc = external global ptr
@W_fbw = external global i32
@W_fbh = external global i32
@W_scale = external global i32
declare i32 @w_fit_scale(i32, i32, i32)
declare ptr @lgl_wgl_core(ptr, i32)
declare ptr @wglGetProcAddress(ptr)
declare i32 @SwapBuffers(ptr)
declare i32 @GetClientRect(ptr, ptr)
declare i32 @AdjustWindowRectEx(ptr, i32, i32, i32)
declare i32 @SetWindowPos(ptr, ptr, i32, i32, i32, i32, i32)
declare i32 @GetSystemMetrics(i32)
declare i32 @GetDpiForWindow(ptr)
declare i64 @GetWindowLongPtrA(ptr, i32)
declare i64 @SetWindowLongPtrA(ptr, i32, i64)
declare i32 @GetWindowRect(ptr, ptr)
declare ptr @MonitorFromWindow(ptr, i32)
declare i32 @GetMonitorInfoA(ptr, ptr)
declare void @llvm.memset.p0.i64(ptr, i8, i64, i1)
@.wgl_swapint = private unnamed_addr constant [19 x i8] c"wglSwapIntervalEXT\00"
@W_glctx = internal global ptr null
@W_glscale = internal global i32 1
@W_fs = internal global i32 0
@W_fs_style = internal global i64 0
@W_fs_rect = internal global [4 x i32] zeroinitializer
define i32 @win_gl_attach() {
entry:
%have = load ptr, ptr @W_glctx
%again = icmp ne ptr %have, null
br i1 %again, label %ok, label %make
make:
%hdc = load ptr, ptr @W_hdc
%nodc = icmp eq ptr %hdc, null
br i1 %nodc, label %fail, label %ctx
ctx:
; 24-bit colour with 8 of alpha, 24 depth, 8 stencil, double-buffered: cocoa.ll's format
%c = call ptr @lgl_wgl_core(ptr %hdc, i32 8)
%noc = icmp eq ptr %c, null
br i1 %noc, label %fail, label %keep
keep:
store ptr %c, ptr @W_glctx
call void @win_gl_swap_interval(i32 1)
br label %ok
ok:
ret i32 1
fail:
ret i32 0
}
define void @win_gl_resize(i32 %w, i32 %h) {
entry:
%rc = alloca [16 x i8], align 4
%hwnd = load ptr, ptr @W_hwnd
%nowin = icmp eq ptr %hwnd, null
br i1 %nowin, label %out, label %go
go:
%dpi = call i32 @GetDpiForWindow(ptr %hwnd)
%s = call i32 @w_fit_scale(i32 %dpi, i32 %w, i32 %h)
store i32 %s, ptr @W_glscale
store i32 %w, ptr @W_fbw
store i32 %h, ptr @W_fbh
store i32 %s, ptr @W_scale
%fs = load i32, ptr @W_fs
%isfs = icmp ne i32 %fs, 0
br i1 %isfs, label %out, label %size
size:
%pw = mul i32 %w, %s
%ph = mul i32 %h, %s
call void @llvm.memset.p0.i64(ptr %rc, i8 0, i64 16, i1 false)
%rcr = getelementptr i8, ptr %rc, i64 8
store i32 %pw, ptr %rcr
%rcb = getelementptr i8, ptr %rc, i64 12
store i32 %ph, ptr %rcb
%style64 = call i64 @GetWindowLongPtrA(ptr %hwnd, i32 -16) ; GWL_STYLE
%style = trunc i64 %style64 to i32
%adj = call i32 @AdjustWindowRectEx(ptr %rc, i32 %style, i32 0, i32 0)
%l = load i32, ptr %rc
%tp = getelementptr i8, ptr %rc, i64 4
%t = load i32, ptr %tp
%r = load i32, ptr %rcr
%b = load i32, ptr %rcb
%ww = sub i32 %r, %l
%wh = sub i32 %b, %t
%sw = call i32 @GetSystemMetrics(i32 0)
%sh = call i32 @GetSystemMetrics(i32 1)
%dx = sub i32 %sw, %ww
%x0 = sdiv i32 %dx, 2
%xneg = icmp slt i32 %x0, 0
%x = select i1 %xneg, i32 0, i32 %x0
%dy = sub i32 %sh, %wh
%y0 = sdiv i32 %dy, 2
%yneg = icmp slt i32 %y0, 0
%y = select i1 %yneg, i32 0, i32 %y0
%sp = call i32 @SetWindowPos(ptr %hwnd, ptr null, i32 %x, i32 %y, i32 %ww, i32 %wh, i32 20) ; SWP_NOZORDER | SWP_NOACTIVATE
br label %out
out:
ret void
}
define void @win_gl_swap() {
entry:
%c = load ptr, ptr @W_glctx
%noc = icmp eq ptr %c, null
br i1 %noc, label %out, label %go
go:
%hdc = load ptr, ptr @W_hdc
%r = call i32 @SwapBuffers(ptr %hdc)
br label %out
out:
ret void
}
define i32 @win_gl_scale() {
entry:
%s = load i32, ptr @W_glscale
ret i32 %s
}
; 1 = vsync (set at attach), 0 = free-running; wglSwapIntervalEXT is a driver extension,
; reachable only through the current context
define void @win_gl_swap_interval(i32 %n) {
entry:
%c = load ptr, ptr @W_glctx
%noc = icmp eq ptr %c, null
br i1 %noc, label %out, label %find
find:
%fp = call ptr @wglGetProcAddress(ptr @.wgl_swapint)
%fpi = ptrtoint ptr %fp to i64
%fpa = add i64 %fpi, 1
%bad = icmp ult i64 %fpa, 5
br i1 %bad, label %out, label %call
call:
%r = call i32 %fp(i32 %n)
br label %out
out:
ret void
}
; the client area in pixels -> out[0], out[1]; and the window size in the game's units,
; which the mouse mapping divides by, kept in step with a window the player resized
define void @win_gl_drawable(ptr %out) {
entry:
%rc = alloca [16 x i8], align 4
%hwnd = load ptr, ptr @W_hwnd
%nowin = icmp eq ptr %hwnd, null
br i1 %nowin, label %none, label %go
go:
%g = call i32 @GetClientRect(ptr %hwnd, ptr %rc)
%rp = getelementptr i8, ptr %rc, i64 8
%w = load i32, ptr %rp
%bp = getelementptr i8, ptr %rc, i64 12
%h = load i32, ptr %bp
store i32 %w, ptr %out
%o1 = getelementptr i32, ptr %out, i32 1
store i32 %h, ptr %o1
; a minimised window has no client area; keep the last real size
%zw = icmp sle i32 %w, 0
%zh = icmp sle i32 %h, 0
%gone = or i1 %zw, %zh
br i1 %gone, label %done, label %track
track:
%s = load i32, ptr @W_glscale
%uw = sdiv i32 %w, %s
%uh = sdiv i32 %h, %s
store i32 %uw, ptr @W_fbw
store i32 %uh, ptr @W_fbh
store i32 %s, ptr @W_scale
br label %done
done:
ret void
none:
store i32 0, ptr %out
%o1n = getelementptr i32, ptr %out, i32 1
store i32 0, ptr %o1n
ret void
}
; WGL needs no notice that its window changed size
define void @win_gl_update() {
entry:
ret void
}
; The Retina switch. The process is DPI aware and always draws one pixel per screen
; pixel, which is what "on" means on macOS; there is no lower-resolution surface for
; "off" to fall back to, so it changes nothing here.
define void @win_gl_retina(i32 %on) {
entry:
ret void
}
; Borderless full screen over the window's monitor, and back to the frame and the
; rectangle it had. (Exclusive full screen would change the display mode under a
; player's other windows; nothing in the game needs it.)
define void @win_toggle_fullscreen() {
entry:
%mi = alloca [40 x i8], align 4
%hwnd = load ptr, ptr @W_hwnd
%nowin = icmp eq ptr %hwnd, null
br i1 %nowin, label %out, label %which
which:
%fs = load i32, ptr @W_fs
%isfs = icmp ne i32 %fs, 0
br i1 %isfs, label %leave, label %enter
enter:
%style = call i64 @GetWindowLongPtrA(ptr %hwnd, i32 -16)
store i64 %style, ptr @W_fs_style
%gr = call i32 @GetWindowRect(ptr %hwnd, ptr @W_fs_rect)
%mon = call ptr @MonitorFromWindow(ptr %hwnd, i32 2) ; MONITOR_DEFAULTTONEAREST
call void @llvm.memset.p0.i64(ptr %mi, i8 0, i64 40, i1 false)
store i32 40, ptr %mi
%gm = call i32 @GetMonitorInfoA(ptr %mon, ptr %mi)
; MONITORINFO.rcMonitor at 4
%mlp = getelementptr i8, ptr %mi, i64 4
%ml = load i32, ptr %mlp
%mtp = getelementptr i8, ptr %mi, i64 8
%mt = load i32, ptr %mtp
%mrp = getelementptr i8, ptr %mi, i64 12
%mr = load i32, ptr %mrp
%mbp = getelementptr i8, ptr %mi, i64 16
%mb = load i32, ptr %mbp
; drop WS_OVERLAPPEDWINDOW (0x00CF0000), add WS_POPUP (0x80000000)
%bare = and i64 %style, -13565953
%popup = or i64 %bare, 2147483648
%sl = call i64 @SetWindowLongPtrA(ptr %hwnd, i32 -16, i64 %popup)
%fw = sub i32 %mr, %ml
%fh = sub i32 %mb, %mt
%sp = call i32 @SetWindowPos(ptr %hwnd, ptr null, i32 %ml, i32 %mt, i32 %fw, i32 %fh, i32 544) ; SWP_FRAMECHANGED | SWP_NOOWNERZORDER
store i32 1, ptr @W_fs
br label %out
leave:
%saved = load i64, ptr @W_fs_style
%sl2 = call i64 @SetWindowLongPtrA(ptr %hwnd, i32 -16, i64 %saved)
%l = load i32, ptr @W_fs_rect
%tp = getelementptr i32, ptr @W_fs_rect, i32 1
%t = load i32, ptr %tp
%rp = getelementptr i32, ptr @W_fs_rect, i32 2
%r = load i32, ptr %rp
%bp = getelementptr i32, ptr @W_fs_rect, i32 3
%b = load i32, ptr %bp
%ww = sub i32 %r, %l
%wh = sub i32 %b, %t
%sp2 = call i32 @SetWindowPos(ptr %hwnd, ptr null, i32 %l, i32 %t, i32 %ww, i32 %wh, i32 548) ; ... | SWP_NOZORDER
store i32 0, ptr @W_fs
br label %out
out:
ret void
}