mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-12-29 20:27:12 +01:00
333 lines
7.9 KiB
C
333 lines
7.9 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#if SDL_VIDEO_DRIVER_DIRECTFB
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#include "SDL_DirectFB_video.h"
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#if SDL_DIRECTFB_OPENGL
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#include "SDL_DirectFB_opengl.h"
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#include "SDL_DirectFB_window.h"
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#include <directfbgl.h>
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#include "SDL_loadso.h"
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#endif
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#if SDL_DIRECTFB_OPENGL
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struct SDL_GLDriverData
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{
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int gl_active; /* to stop switching drivers while we have a valid context */
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int initialized;
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DirectFB_GLContext *firstgl; /* linked list */
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/* OpenGL */
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void (*glFinish) (void);
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void (*glFlush) (void);
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};
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#define OPENGL_REQUIRS_DLOPEN
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#if defined(OPENGL_REQUIRS_DLOPEN) && defined(SDL_LOADSO_DLOPEN)
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#include <dlfcn.h>
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#define GL_LoadObject(X) dlopen(X, (RTLD_NOW|RTLD_GLOBAL))
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#define GL_LoadFunction dlsym
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#define GL_UnloadObject dlclose
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#else
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#define GL_LoadObject SDL_LoadObject
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#define GL_LoadFunction SDL_LoadFunction
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#define GL_UnloadObject SDL_UnloadObject
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#endif
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static void DirectFB_GL_UnloadLibrary(_THIS);
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int
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DirectFB_GL_Initialize(_THIS)
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{
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if (_this->gl_data) {
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return 0;
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}
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_this->gl_data =
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(struct SDL_GLDriverData *) SDL_calloc(1,
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sizeof(struct
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SDL_GLDriverData));
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if (!_this->gl_data) {
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return SDL_OutOfMemory();
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}
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_this->gl_data->initialized = 0;
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++_this->gl_data->initialized;
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_this->gl_data->firstgl = NULL;
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if (DirectFB_GL_LoadLibrary(_this, NULL) < 0) {
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return -1;
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}
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/* Initialize extensions */
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/* FIXME needed?
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* X11_GL_InitExtensions(_this);
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*/
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return 0;
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}
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void
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DirectFB_GL_Shutdown(_THIS)
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{
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if (!_this->gl_data || (--_this->gl_data->initialized > 0)) {
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return;
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}
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DirectFB_GL_UnloadLibrary(_this);
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SDL_free(_this->gl_data);
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_this->gl_data = NULL;
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}
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int
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DirectFB_GL_LoadLibrary(_THIS, const char *path)
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{
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void *handle = NULL;
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SDL_DFB_DEBUG("Loadlibrary : %s\n", path);
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if (_this->gl_data->gl_active) {
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return SDL_SetError("OpenGL context already created");
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}
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if (path == NULL) {
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path = SDL_getenv("SDL_VIDEO_GL_DRIVER");
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if (path == NULL) {
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path = "libGL.so";
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}
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}
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handle = GL_LoadObject(path);
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if (handle == NULL) {
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SDL_DFB_ERR("Library not found: %s\n", path);
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/* SDL_LoadObject() will call SDL_SetError() for us. */
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return -1;
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}
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SDL_DFB_DEBUG("Loaded library: %s\n", path);
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_this->gl_config.dll_handle = handle;
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if (path) {
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SDL_strlcpy(_this->gl_config.driver_path, path,
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SDL_arraysize(_this->gl_config.driver_path));
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} else {
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*_this->gl_config.driver_path = '\0';
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}
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_this->gl_data->glFinish = DirectFB_GL_GetProcAddress(_this, "glFinish");
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_this->gl_data->glFlush = DirectFB_GL_GetProcAddress(_this, "glFlush");
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return 0;
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}
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static void
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DirectFB_GL_UnloadLibrary(_THIS)
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{
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#if 0
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int ret = GL_UnloadObject(_this->gl_config.dll_handle);
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if (ret)
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SDL_DFB_ERR("Error #%d trying to unload library.\n", ret);
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_this->gl_config.dll_handle = NULL;
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#endif
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/* Free OpenGL memory */
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SDL_free(_this->gl_data);
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_this->gl_data = NULL;
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}
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void *
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DirectFB_GL_GetProcAddress(_THIS, const char *proc)
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{
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void *handle;
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handle = _this->gl_config.dll_handle;
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return GL_LoadFunction(handle, proc);
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}
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SDL_GLContext
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DirectFB_GL_CreateContext(_THIS, SDL_Window * window)
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{
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SDL_DFB_WINDOWDATA(window);
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DirectFB_GLContext *context;
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SDL_DFB_ALLOC_CLEAR(context, sizeof(DirectFB_GLContext));
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SDL_DFB_CHECKERR(windata->surface->GetGL(windata->surface,
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&context->context));
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if (!context->context)
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return NULL;
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context->is_locked = 0;
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context->sdl_window = window;
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context->next = _this->gl_data->firstgl;
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_this->gl_data->firstgl = context;
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SDL_DFB_CHECK(context->context->Unlock(context->context));
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if (DirectFB_GL_MakeCurrent(_this, window, context) < 0) {
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DirectFB_GL_DeleteContext(_this, context);
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return NULL;
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}
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return context;
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error:
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return NULL;
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}
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int
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DirectFB_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context)
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{
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DirectFB_GLContext *ctx = (DirectFB_GLContext *) context;
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DirectFB_GLContext *p;
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for (p = _this->gl_data->firstgl; p; p = p->next)
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{
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if (p->is_locked) {
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SDL_DFB_CHECKERR(p->context->Unlock(p->context));
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p->is_locked = 0;
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}
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}
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if (ctx != NULL) {
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SDL_DFB_CHECKERR(ctx->context->Lock(ctx->context));
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ctx->is_locked = 1;
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}
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return 0;
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error:
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return -1;
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}
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int
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DirectFB_GL_SetSwapInterval(_THIS, int interval)
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{
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return SDL_Unsupported();
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}
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int
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DirectFB_GL_GetSwapInterval(_THIS)
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{
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return 0;
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}
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int
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DirectFB_GL_SwapWindow(_THIS, SDL_Window * window)
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{
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SDL_DFB_WINDOWDATA(window);
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DirectFB_GLContext *p;
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#if 0
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if (devdata->glFinish)
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devdata->glFinish();
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else if (devdata->glFlush)
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devdata->glFlush();
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#endif
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for (p = _this->gl_data->firstgl; p != NULL; p = p->next)
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if (p->sdl_window == window && p->is_locked)
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{
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SDL_DFB_CHECKERR(p->context->Unlock(p->context));
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p->is_locked = 0;
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}
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SDL_DFB_CHECKERR(windata->window_surface->Flip(windata->window_surface,NULL, DSFLIP_PIPELINE |DSFLIP_BLIT | DSFLIP_ONSYNC ));
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return 0;
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error:
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return -1;
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}
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void
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DirectFB_GL_DeleteContext(_THIS, SDL_GLContext context)
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{
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DirectFB_GLContext *ctx = (DirectFB_GLContext *) context;
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DirectFB_GLContext *p;
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if (ctx->is_locked)
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SDL_DFB_CHECK(ctx->context->Unlock(ctx->context));
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SDL_DFB_RELEASE(ctx->context);
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for (p = _this->gl_data->firstgl; p && p->next != ctx; p = p->next)
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;
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if (p)
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p->next = ctx->next;
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else
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_this->gl_data->firstgl = ctx->next;
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SDL_DFB_FREE(ctx);
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}
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void
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DirectFB_GL_FreeWindowContexts(_THIS, SDL_Window * window)
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{
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DirectFB_GLContext *p;
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for (p = _this->gl_data->firstgl; p != NULL; p = p->next)
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if (p->sdl_window == window)
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{
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if (p->is_locked)
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SDL_DFB_CHECK(p->context->Unlock(p->context));
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SDL_DFB_RELEASE(p->context);
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}
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}
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void
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DirectFB_GL_ReAllocWindowContexts(_THIS, SDL_Window * window)
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{
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DirectFB_GLContext *p;
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for (p = _this->gl_data->firstgl; p != NULL; p = p->next)
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if (p->sdl_window == window)
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{
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SDL_DFB_WINDOWDATA(window);
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SDL_DFB_CHECK(windata->surface->GetGL(windata->surface,
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&p->context));
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if (p->is_locked)
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SDL_DFB_CHECK(p->context->Lock(p->context));
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}
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}
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void
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DirectFB_GL_DestroyWindowContexts(_THIS, SDL_Window * window)
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{
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DirectFB_GLContext *p;
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for (p = _this->gl_data->firstgl; p != NULL; p = p->next)
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if (p->sdl_window == window)
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DirectFB_GL_DeleteContext(_this, p);
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}
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#endif
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#endif /* SDL_VIDEO_DRIVER_DIRECTFB */
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/* vi: set ts=4 sw=4 expandtab: */
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