576 lines
18 KiB
C#
576 lines
18 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using OpenRA.FileFormats;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Support;
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namespace OpenRA
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{
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public sealed class Renderer : IDisposable
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{
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enum RenderType { None, World, UI }
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public SpriteRenderer WorldSpriteRenderer { get; }
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public RgbaSpriteRenderer WorldRgbaSpriteRenderer { get; }
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public RgbaColorRenderer WorldRgbaColorRenderer { get; }
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public IRenderer[] WorldRenderers = Array.Empty<IRenderer>();
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public RgbaColorRenderer RgbaColorRenderer { get; }
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public SpriteRenderer SpriteRenderer { get; }
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public RgbaSpriteRenderer RgbaSpriteRenderer { get; }
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public bool WindowHasInputFocus => Window.HasInputFocus;
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public bool WindowIsSuspended => Window.IsSuspended;
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public IReadOnlyDictionary<string, SpriteFont> Fonts;
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internal IPlatformWindow Window { get; }
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internal IGraphicsContext Context { get; }
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internal int SheetSize { get; }
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internal int TempVertexBufferSize { get; }
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internal int TempIndexBufferSize { get; }
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readonly IVertexBuffer<Vertex> tempVertexBuffer;
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readonly IIndexBuffer quadIndexBuffer;
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readonly Stack<Rectangle> scissorState = new();
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readonly ITexture worldBufferSnapshot;
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IFrameBuffer screenBuffer;
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Sprite screenSprite;
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IFrameBuffer worldBuffer;
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Sheet worldSheet;
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Sprite worldSprite;
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Size lastMaximumViewportSize;
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Size lastWorldViewportSize;
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public Size WorldFrameBufferSize => worldSheet.Size;
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public int WorldDownscaleFactor { get; private set; } = 1;
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/// <summary>
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/// Copies and returns the currently rendered world state as a temporary texture.
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/// </summary>
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public ITexture WorldBufferSnapshot()
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{
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worldBufferSnapshot.SetDataFromReadBuffer(new Rectangle(int2.Zero, worldSheet.Size));
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return worldBufferSnapshot;
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}
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SheetBuilder fontSheetBuilder;
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readonly IPlatform platform;
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float depthMargin;
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Size lastBufferSize = new(-1, -1);
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Rectangle lastWorldViewport = Rectangle.Empty;
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ITexture currentPaletteTexture;
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int currentPaletteHeight = 0;
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IBatchRenderer currentBatchRenderer;
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RenderType renderType = RenderType.None;
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public Renderer(IPlatform platform, GraphicSettings graphicSettings)
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{
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this.platform = platform;
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var resolution = GetResolution(graphicSettings);
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TempVertexBufferSize = graphicSettings.BatchSize - graphicSettings.BatchSize % 4;
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TempIndexBufferSize = TempVertexBufferSize / 4 * 6;
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Window = platform.CreateWindow(new Size(resolution.Width, resolution.Height),
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graphicSettings.Mode, graphicSettings.UIScale, TempVertexBufferSize, TempIndexBufferSize,
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graphicSettings.VideoDisplay, graphicSettings.GLProfile);
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Context = Window.Context;
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SheetSize = graphicSettings.SheetSize;
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var combinedBindings = new CombinedShaderBindings();
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WorldSpriteRenderer = new SpriteRenderer(this, Context.CreateShader(combinedBindings));
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WorldRgbaSpriteRenderer = new RgbaSpriteRenderer(WorldSpriteRenderer);
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WorldRgbaColorRenderer = new RgbaColorRenderer(WorldSpriteRenderer);
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SpriteRenderer = new SpriteRenderer(this, Context.CreateShader(combinedBindings));
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RgbaSpriteRenderer = new RgbaSpriteRenderer(SpriteRenderer);
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RgbaColorRenderer = new RgbaColorRenderer(SpriteRenderer);
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tempVertexBuffer = Context.CreateVertexBuffer<Vertex>(TempVertexBufferSize);
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quadIndexBuffer = Context.CreateIndexBuffer(Util.CreateQuadIndices(TempIndexBufferSize / 6));
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worldBufferSnapshot = Context.CreateTexture();
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}
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static Size GetResolution(GraphicSettings graphicsSettings)
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{
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var size = (graphicsSettings.Mode == WindowMode.Windowed)
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? graphicsSettings.WindowedSize
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: graphicsSettings.FullscreenSize;
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return new Size(size.X, size.Y);
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}
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public void SetUIScale(float scale)
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{
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Window.SetScaleModifier(scale);
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}
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public void InitializeFonts(ModData modData)
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{
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if (Fonts != null)
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foreach (var font in Fonts.Values)
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font.Dispose();
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using (new PerfTimer("SpriteFonts"))
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{
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fontSheetBuilder?.Dispose();
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fontSheetBuilder = new SheetBuilder(SheetType.BGRA, 512);
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Fonts = modData.Manifest.Get<Fonts>().FontList.ToDictionary(x => x.Key,
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x => new SpriteFont(
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platform, x.Value.Font, modData.DefaultFileSystem.Open(x.Value.Font).ReadAllBytes(),
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x.Value.Size, x.Value.Ascender, Window.EffectiveWindowScale, fontSheetBuilder));
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}
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Window.OnWindowScaleChanged += (oldNative, oldEffective, newNative, newEffective) =>
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{
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Game.RunAfterTick(() =>
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{
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// Recalculate downscaling factor for the new window scale
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SetMaximumViewportSize(lastMaximumViewportSize);
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ChromeProvider.SetDPIScale(newEffective);
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foreach (var f in Fonts)
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f.Value.SetScale(newEffective);
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});
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};
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}
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public void InitializeDepthBuffer(MapGrid mapGrid)
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{
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// The depth buffer needs to be initialized with enough range to cover:
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// - the height of the screen
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// - the z-offset of tiles from MaxTerrainHeight below the bottom of the screen (pushed into view)
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// - additional z-offset from actors on top of MaxTerrainHeight terrain
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// - a small margin so that tiles rendered partially above the top edge of the screen aren't pushed behind the clip plane
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// We need an offset of mapGrid.MaximumTerrainHeight * mapGrid.TileSize.Height / 2 to cover the terrain height
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// and choose to use mapGrid.MaximumTerrainHeight * mapGrid.TileSize.Height / 4 for each of the actor and top-edge cases
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depthMargin = mapGrid == null || !mapGrid.EnableDepthBuffer ? 0 : mapGrid.TileSize.Height * mapGrid.MaximumTerrainHeight;
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}
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void BeginFrame()
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{
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Context.Clear();
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var surfaceSize = Window.SurfaceSize;
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var surfaceBufferSize = surfaceSize.NextPowerOf2();
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if (screenSprite == null || screenSprite.Sheet.Size != surfaceBufferSize)
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{
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screenBuffer?.Dispose();
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// Render the screen into a frame buffer to simplify reading back screenshots
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screenBuffer = Context.CreateFrameBuffer(surfaceBufferSize, Color.FromArgb(0xFF, 0, 0, 0));
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}
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if (screenSprite == null || surfaceSize.Width != screenSprite.Bounds.Width || -surfaceSize.Height != screenSprite.Bounds.Height)
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{
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var screenSheet = new Sheet(SheetType.BGRA, screenBuffer.Texture);
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// Flip sprite in Y to match OpenGL's bottom-left origin
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var screenBounds = Rectangle.FromLTRB(0, surfaceSize.Height, surfaceSize.Width, 0);
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screenSprite = new Sprite(screenSheet, screenBounds, TextureChannel.RGBA);
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}
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// In HiDPI windows we follow Apple's convention of defining window coordinates as for standard resolution windows
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// but to have a higher resolution backing surface with more than 1 texture pixel per viewport pixel.
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// We must convert the surface buffer size to a viewport size - in general this is NOT just the window size
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// rounded to the next power of two, as the NextPowerOf2 calculation is done in the surface pixel coordinates
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var scale = Window.EffectiveWindowScale;
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var bufferSize = new Size((int)(surfaceBufferSize.Width / scale), (int)(surfaceBufferSize.Height / scale));
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if (lastBufferSize != bufferSize)
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{
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SpriteRenderer.SetViewportParams(bufferSize, 1, 0f, int2.Zero);
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lastBufferSize = bufferSize;
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}
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}
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public void SetMaximumViewportSize(Size size)
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{
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// Aim to render the world into a framebuffer at 1:1 scaling which is then up/downscaled using a custom
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// filter to provide crisp scaling and avoid rendering glitches when the depth buffer is used and samples don't match.
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// This approach does not scale well to large sizes, first saturating GPU fill rate and then crashing when
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// reaching the framebuffer size limits (typically 16k). We therefore clamp the maximum framebuffer size to
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// twice the window surface size, which strikes a reasonable balance between rendering quality and performance.
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// Mods that use the depth buffer must instead limit their artwork resolution or maximum zoom-out levels.
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Size worldBufferSize;
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if (depthMargin == 0)
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{
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var surfaceSize = Window.SurfaceSize;
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worldBufferSize = new Size(Math.Min(size.Width, 2 * surfaceSize.Width), Math.Min(size.Height, 2 * surfaceSize.Height)).NextPowerOf2();
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}
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else
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worldBufferSize = size.NextPowerOf2();
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if (worldSprite == null || worldSheet.Size != worldBufferSize)
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{
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worldBuffer?.Dispose();
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// If enableWorldFrameBufferDownscale and the world is more than twice the size of the final output size do we allow it to be downsampled!
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worldBuffer = Context.CreateFrameBuffer(worldBufferSize);
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// Pixel art scaling mode is a customized bilinear sampling
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worldBuffer.Texture.ScaleFilter = TextureScaleFilter.Linear;
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worldSheet = new Sheet(SheetType.BGRA, worldBuffer.Texture);
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// Invalidate cached state to force a shader update
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lastWorldViewport = Rectangle.Empty;
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worldSprite = null;
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}
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lastMaximumViewportSize = size;
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}
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public void BeginWorld(Rectangle worldViewport)
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{
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if (renderType != RenderType.None)
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throw new InvalidOperationException($"BeginWorld called with renderType = {renderType}, expected RenderType.None.");
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BeginFrame();
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if (worldSheet == null)
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throw new InvalidOperationException("BeginWorld called before SetMaximumViewportSize has been set.");
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if (worldSprite == null || worldViewport.Size != lastWorldViewportSize)
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{
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// Downscale world rendering if needed to fit within the framebuffer
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var vw = worldViewport.Size.Width;
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var vh = worldViewport.Size.Height;
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var bw = worldSheet.Size.Width;
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var bh = worldSheet.Size.Height;
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WorldDownscaleFactor = 1;
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while (vw / WorldDownscaleFactor > bw || vh / WorldDownscaleFactor > bh)
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WorldDownscaleFactor++;
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var s = new Size(vw / WorldDownscaleFactor, vh / WorldDownscaleFactor);
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worldSprite = new Sprite(worldSheet, new Rectangle(int2.Zero, s), TextureChannel.RGBA);
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lastWorldViewportSize = worldViewport.Size;
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}
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worldBuffer.Bind();
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if (lastWorldViewport != worldViewport)
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{
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WorldSpriteRenderer.SetViewportParams(worldSheet.Size, WorldDownscaleFactor, depthMargin, worldViewport.Location);
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lastWorldViewport = worldViewport;
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}
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renderType = RenderType.World;
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}
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public void BeginUI()
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{
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if (renderType == RenderType.World)
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{
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// Complete world rendering
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Flush();
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worldBuffer.Unbind();
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// Render the world buffer into the UI buffer
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screenBuffer.Bind();
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var scale = Window.EffectiveWindowScale;
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var bufferScale = new float3((int)(screenSprite.Bounds.Width / scale) / worldSprite.Size.X, (int)(-screenSprite.Bounds.Height / scale) / worldSprite.Size.Y, 1f);
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SpriteRenderer.SetAntialiasingPixelsPerTexel(Window.SurfaceSize.Height * 1f / worldSprite.Bounds.Height);
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RgbaSpriteRenderer.DrawSprite(worldSprite, float3.Zero, bufferScale);
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Flush();
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SpriteRenderer.SetAntialiasingPixelsPerTexel(0);
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}
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else
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{
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// World rendering was skipped
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BeginFrame();
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screenBuffer.Bind();
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}
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renderType = RenderType.UI;
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}
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public void SetPalette(HardwarePalette palette)
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{
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// Note: palette.Texture and palette.ColorShifts are updated at the same time
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// so we only need to check one of the two to know whether we must update the textures
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// also compare heights in case new palettes have been added
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if (palette.Texture == currentPaletteTexture && palette.Height == currentPaletteHeight)
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return;
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Flush();
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currentPaletteTexture = palette.Texture;
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currentPaletteHeight = palette.Height;
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SpriteRenderer.SetPalette(palette);
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WorldSpriteRenderer.SetPalette(palette);
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foreach (var r in WorldRenderers)
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r.SetPalette(palette);
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}
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public void EndFrame(IInputHandler inputHandler)
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{
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if (renderType != RenderType.UI)
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throw new InvalidOperationException($"EndFrame called with renderType = {renderType}, expected RenderType.UI.");
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Flush();
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screenBuffer.Unbind();
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// Render the compositor buffers to the screen
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// HACK / PERF: Fudge the coordinates to cover the actual window while keeping the buffer viewport parameters
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// This saves us two redundant (and expensive) SetViewportParams each frame
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RgbaSpriteRenderer.DrawSprite(screenSprite, new float3(0, lastBufferSize.Height, 0),
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new float3(lastBufferSize.Width / screenSprite.Size.X, -lastBufferSize.Height / screenSprite.Size.Y, 1f));
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Flush();
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Window.PumpInput(inputHandler);
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Context.Present();
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renderType = RenderType.None;
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}
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public void DrawBatch<T>(IVertexBuffer<T> vertices, IShader shader,
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int firstVertex, int numVertices, PrimitiveType type)
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where T : struct
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{
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vertices.Bind();
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shader.Bind();
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Context.DrawPrimitives(type, firstVertex, numVertices);
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PerfHistory.Increment("batches", 1);
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}
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public void DrawQuadBatch(ref Vertex[] vertices, IShader shader, int numVertices)
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{
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tempVertexBuffer.SetData(ref vertices, numVertices);
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DrawQuadBatch(tempVertexBuffer, quadIndexBuffer, shader, numVertices / 4 * 6, 0);
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}
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public void DrawQuadBatch<T>(IVertexBuffer<T> vertices, IIndexBuffer indices, IShader shader, int numIndices, int start)
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where T : struct
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{
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vertices.Bind();
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indices.Bind();
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shader.Bind();
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Context.DrawElements(numIndices, start);
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PerfHistory.Increment("batches", 1);
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}
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public void Flush()
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{
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CurrentBatchRenderer = null;
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}
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public Size Resolution => Window.EffectiveWindowSize;
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public Size NativeResolution => Window.NativeWindowSize;
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public float WindowScale => Window.EffectiveWindowScale;
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public float NativeWindowScale => Window.NativeWindowScale;
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public GLProfile GLProfile => Window.GLProfile;
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public GLProfile[] SupportedGLProfiles => Window.SupportedGLProfiles;
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public interface IBatchRenderer { void Flush(); }
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public IBatchRenderer CurrentBatchRenderer
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{
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get => currentBatchRenderer;
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set
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{
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if (currentBatchRenderer == value)
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return;
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currentBatchRenderer?.Flush();
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currentBatchRenderer = value;
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}
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}
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public IFrameBuffer CreateFrameBuffer(Size s)
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{
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return Context.CreateFrameBuffer(s);
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}
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public IShader CreateShader(IShaderBindings bindings)
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{
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return Context.CreateShader(bindings);
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}
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public IVertexBuffer<T> CreateVertexBuffer<T>(int length) where T : struct
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{
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return Context.CreateVertexBuffer<T>(length);
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}
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public void EnableScissor(Rectangle rect)
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{
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// Must remain inside the current scissor rect
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if (scissorState.Count > 0)
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rect = Rectangle.Intersect(rect, scissorState.Peek());
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Flush();
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if (renderType == RenderType.World)
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{
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var r = Rectangle.FromLTRB(
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rect.Left / WorldDownscaleFactor,
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rect.Top / WorldDownscaleFactor,
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(rect.Right + WorldDownscaleFactor - 1) / WorldDownscaleFactor,
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(rect.Bottom + WorldDownscaleFactor - 1) / WorldDownscaleFactor);
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worldBuffer.EnableScissor(r);
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}
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else
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Context.EnableScissor(rect.X, rect.Y, rect.Width, rect.Height);
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scissorState.Push(rect);
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}
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public void DisableScissor()
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{
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scissorState.Pop();
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Flush();
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if (renderType == RenderType.World)
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{
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// Restore previous scissor rect
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if (scissorState.Count > 0)
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{
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var rect = scissorState.Peek();
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var r = Rectangle.FromLTRB(
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rect.Left / WorldDownscaleFactor,
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rect.Top / WorldDownscaleFactor,
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(rect.Right + WorldDownscaleFactor - 1) / WorldDownscaleFactor,
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(rect.Bottom + WorldDownscaleFactor - 1) / WorldDownscaleFactor);
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worldBuffer.EnableScissor(r);
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}
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else
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worldBuffer.DisableScissor();
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}
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else
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{
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// Restore previous scissor rect
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if (scissorState.Count > 0)
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{
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var rect = scissorState.Peek();
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Context.EnableScissor(rect.X, rect.Y, rect.Width, rect.Height);
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}
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else
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Context.DisableScissor();
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}
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}
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public void EnableDepthBuffer()
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{
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Flush();
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Context.EnableDepthBuffer();
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}
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public void DisableDepthBuffer()
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{
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Flush();
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Context.DisableDepthBuffer();
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}
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public void ClearDepthBuffer()
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{
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Flush();
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Context.ClearDepthBuffer();
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}
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public void EnableAntialiasingFilter()
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{
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if (renderType != RenderType.UI)
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throw new InvalidOperationException($"EndFrame called with renderType = {renderType}, expected RenderType.UI.");
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Flush();
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SpriteRenderer.SetAntialiasingPixelsPerTexel(Window.EffectiveWindowScale);
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}
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public void DisableAntialiasingFilter()
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{
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if (renderType != RenderType.UI)
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throw new InvalidOperationException($"EndFrame called with renderType = {renderType}, expected RenderType.UI.");
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Flush();
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SpriteRenderer.SetAntialiasingPixelsPerTexel(0);
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}
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public void GrabWindowMouseFocus()
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{
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Window.GrabWindowMouseFocus();
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}
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public void ReleaseWindowMouseFocus()
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{
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Window.ReleaseWindowMouseFocus();
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}
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public void SaveScreenshot(string path)
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{
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// Pull the data from the Texture directly to prevent the sheet from buffering it
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var src = screenBuffer.Texture.GetData();
|
|
var srcWidth = screenSprite.Sheet.Size.Width;
|
|
var destWidth = screenSprite.Bounds.Width;
|
|
var destHeight = -screenSprite.Bounds.Height;
|
|
|
|
ThreadPool.QueueUserWorkItem(_ =>
|
|
{
|
|
// Extract the screen rect from the (larger) backing surface
|
|
var dest = new byte[4 * destWidth * destHeight];
|
|
for (var y = 0; y < destHeight; y++)
|
|
Array.Copy(src, 4 * y * srcWidth, dest, 4 * y * destWidth, 4 * destWidth);
|
|
|
|
new Png(dest, SpriteFrameType.Bgra32, destWidth, destHeight).Save(path);
|
|
});
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
worldBuffer?.Dispose();
|
|
screenBuffer.Dispose();
|
|
worldBufferSnapshot.Dispose();
|
|
tempVertexBuffer.Dispose();
|
|
quadIndexBuffer.Dispose();
|
|
fontSheetBuilder?.Dispose();
|
|
if (Fonts != null)
|
|
foreach (var font in Fonts.Values)
|
|
font.Dispose();
|
|
Window.Dispose();
|
|
}
|
|
|
|
public void SetVSyncEnabled(bool enabled)
|
|
{
|
|
Window.Context.SetVSyncEnabled(enabled);
|
|
}
|
|
|
|
public string GetClipboardText()
|
|
{
|
|
return Window.GetClipboardText();
|
|
}
|
|
|
|
public bool SetClipboardText(string text)
|
|
{
|
|
return Window.SetClipboardText(text);
|
|
}
|
|
|
|
public string GLVersion => Context.GLVersion;
|
|
|
|
public int DisplayCount => Window.DisplayCount;
|
|
|
|
public int CurrentDisplay => Window.CurrentDisplay;
|
|
}
|
|
}
|