sdl2_frt/src/video/SDL_egl.h
David Ludwig 749117acd9 WinRT: added experimental OpenGL ES 2.0 support
A port of the ANGLE library (OpenGL ES 2.0 for Direct3D) to WinRT, via https://github.com/stammen/angleproject, is used as a base.

To enable, clone 'angleproject' into the directory one above where SDL/WinRT is, open the file SDL/include/SDL_config_winrt.h, and uncomment the #defines that begin with 'SDL_VIDEO_OPENGL'.  From there, apps can create an OpenGL capable SDL_Window via the flag, SDL_WINDOW_OPENGL, and an OpenGL ES 2 context via SDL_GL_CreateContext.  The Direct3D 11.1 renderer cannot be used alongside SDL_WINDOW_OPENGL.  Only Windows 8/8.1 is supported for now.  Shaders may need to be precompiled, in some (all?) cases.
2013-11-04 19:54:29 -05:00

147 lines
5.6 KiB
C

/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
#ifndef _SDL_egl_h
#define _SDL_egl_h
#if SDL_VIDEO_OPENGL_EGL
#if defined(__WINRT__)
// DavidL: including this here leads to a compiler error:
// C2016: C requires that a struct or union has at least one member
// The error originates from a WinRT header file itself, roapi.h.
//
// Instead of including that file (EGL/egl.h), a subset of its contents is
// made available as part of winrt/SDL_winrtegl.h
//#include <EGL/egl.h>
#include "winrt/SDL_winrtegl.h"
#else
#include <EGL/egl.h>
#include <dlfcn.h>
#if defined(__OpenBSD__) && !defined(__ELF__)
#define dlsym(x,y) dlsym(x, "_" y)
#endif
#endif /* ! defined(__WINRT__) */
#include "SDL_sysvideo.h"
typedef struct SDL_EGL_VideoData
{
void *egl_dll_handle;
EGLDisplay egl_display;
EGLConfig egl_config;
int egl_swapinterval;
EGLDisplay(EGLAPIENTRY *eglGetDisplay) (NativeDisplayType display);
EGLBoolean(EGLAPIENTRY *eglInitialize) (EGLDisplay dpy, EGLint * major,
EGLint * minor);
EGLBoolean(EGLAPIENTRY *eglTerminate) (EGLDisplay dpy);
void *(EGLAPIENTRY *eglGetProcAddress) (const char * procName);
EGLBoolean(EGLAPIENTRY *eglChooseConfig) (EGLDisplay dpy,
const EGLint * attrib_list,
EGLConfig * configs,
EGLint config_size, EGLint * num_config);
EGLContext(EGLAPIENTRY *eglCreateContext) (EGLDisplay dpy,
EGLConfig config,
EGLContext share_list,
const EGLint * attrib_list);
EGLBoolean(EGLAPIENTRY *eglDestroyContext) (EGLDisplay dpy, EGLContext ctx);
EGLSurface(EGLAPIENTRY *eglCreateWindowSurface) (EGLDisplay dpy,
EGLConfig config,
NativeWindowType window,
const EGLint * attrib_list);
EGLBoolean(EGLAPIENTRY *eglDestroySurface) (EGLDisplay dpy, EGLSurface surface);
EGLBoolean(EGLAPIENTRY *eglMakeCurrent) (EGLDisplay dpy, EGLSurface draw,
EGLSurface read, EGLContext ctx);
EGLBoolean(EGLAPIENTRY *eglSwapBuffers) (EGLDisplay dpy, EGLSurface draw);
EGLBoolean(EGLAPIENTRY *eglSwapInterval) (EGLDisplay dpy, EGLint interval);
const char *(EGLAPIENTRY *eglQueryString) (EGLDisplay dpy, EGLint name);
EGLBoolean(EGLAPIENTRY *eglGetConfigAttrib) (EGLDisplay dpy, EGLConfig config,
EGLint attribute, EGLint * value);
EGLBoolean(EGLAPIENTRY *eglWaitNative) (EGLint engine);
EGLBoolean(EGLAPIENTRY *eglWaitGL)(void);
} SDL_EGL_VideoData;
/* OpenGLES functions */
extern int SDL_EGL_GetAttribute(_THIS, SDL_GLattr attrib, int *value);
extern int SDL_EGL_LoadLibrary(_THIS, const char *path, NativeDisplayType native_display);
extern void *SDL_EGL_GetProcAddress(_THIS, const char *proc);
extern void SDL_EGL_UnloadLibrary(_THIS);
extern int SDL_EGL_ChooseConfig(_THIS);
extern int SDL_EGL_SetSwapInterval(_THIS, int interval);
extern int SDL_EGL_GetSwapInterval(_THIS);
extern void SDL_EGL_DeleteContext(_THIS, SDL_GLContext context);
extern EGLSurface *SDL_EGL_CreateSurface(_THIS, NativeWindowType nw);
extern void SDL_EGL_DestroySurface(_THIS, EGLSurface egl_surface);
/* These need to be wrapped to get the surface for the window by the platform GLES implementation */
extern SDL_GLContext SDL_EGL_CreateContext(_THIS, EGLSurface egl_surface);
extern int SDL_EGL_MakeCurrent(_THIS, EGLSurface egl_surface, SDL_GLContext context);
extern void SDL_EGL_SwapBuffers(_THIS, EGLSurface egl_surface);
/* A few of useful macros */
#define SDL_EGL_SwapWindow_impl(BACKEND) void \
BACKEND ## _GLES_SwapWindow(_THIS, SDL_Window * window) \
{\
SDL_EGL_SwapBuffers(_this, ((SDL_WindowData *) window->driverdata)->egl_surface);\
}
#define SDL_EGL_MakeCurrent_impl(BACKEND) int \
BACKEND ## _GLES_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context) \
{\
if (window && context) { \
return SDL_EGL_MakeCurrent(_this, ((SDL_WindowData *) window->driverdata)->egl_surface, context); \
}\
else {\
return SDL_EGL_MakeCurrent(_this, NULL, NULL);\
}\
}
#define SDL_EGL_CreateContext_impl(BACKEND) SDL_GLContext \
BACKEND ## _GLES_CreateContext(_THIS, SDL_Window * window) \
{\
return SDL_EGL_CreateContext(_this, ((SDL_WindowData *) window->driverdata)->egl_surface);\
}
#endif /* SDL_VIDEO_OPENGL_EGL */
#endif /* _SDL_egl_h */
/* vi: set ts=4 sw=4 expandtab: */