Mercurial > sdl-ios-xcode
view src/video/directfb/SDL_DirectFB_opengl.c @ 5148:2f44e6969a59
Split the rendering API out into a separate header file.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 01 Feb 2011 15:02:21 -0800 |
parents | b196d2758026 |
children | 164f20ba08eb |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2010 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with _this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #include "SDL_DirectFB_video.h" #if SDL_DIRECTFB_OPENGL struct SDL_GLDriverData { int gl_active; /* to stop switching drivers while we have a valid context */ int initialized; DirectFB_GLContext *firstgl; /* linked list */ /* OpenGL */ void (*glFinish) (void); void (*glFlush) (void); }; #define OPENGL_REQUIRS_DLOPEN #if defined(OPENGL_REQUIRS_DLOPEN) && defined(SDL_LOADSO_DLOPEN) #include <dlfcn.h> #define GL_LoadObject(X) dlopen(X, (RTLD_NOW|RTLD_GLOBAL)) #define GL_LoadFunction dlsym #define GL_UnloadObject dlclose #else #define GL_LoadObject SDL_LoadObject #define GL_LoadFunction SDL_LoadFunction #define GL_UnloadObject SDL_UnloadObject #endif static void DirectFB_GL_UnloadLibrary(_THIS); int DirectFB_GL_Initialize(_THIS) { if (_this->gl_data) { return 0; } _this->gl_data = (struct SDL_GLDriverData *) SDL_calloc(1, sizeof(struct SDL_GLDriverData)); if (!_this->gl_data) { SDL_OutOfMemory(); return -1; } _this->gl_data->initialized = 0; ++_this->gl_data->initialized; _this->gl_data->firstgl = NULL; if (DirectFB_GL_LoadLibrary(_this, NULL) < 0) { return -1; } /* Initialize extensions */ /* FIXME needed? * X11_GL_InitExtensions(_this); */ return 0; } void DirectFB_GL_Shutdown(_THIS) { if (!_this->gl_data || (--_this->gl_data->initialized > 0)) { return; } DirectFB_GL_UnloadLibrary(_this); SDL_free(_this->gl_data); _this->gl_data = NULL; } int DirectFB_GL_LoadLibrary(_THIS, const char *path) { //SDL_DFB_DEVICEDATA(_this); void *handle = NULL; SDL_DFB_DEBUG("Loadlibrary : %s\n", path); if (_this->gl_data->gl_active) { SDL_SetError("OpenGL context already created"); return -1; } if (path == NULL) { path = SDL_getenv("SDL_VIDEO_GL_DRIVER"); if (path == NULL) { path = "libGL.so"; } } handle = GL_LoadObject(path); if (handle == NULL) { SDL_DFB_ERR("Library not found: %s\n", path); /* SDL_LoadObject() will call SDL_SetError() for us. */ return -1; } SDL_DFB_DEBUG("Loaded library: %s\n", path); _this->gl_config.dll_handle = handle; _this->gl_config.driver_loaded = 1; if (path) { SDL_strlcpy(_this->gl_config.driver_path, path, SDL_arraysize(_this->gl_config.driver_path)); } else { *_this->gl_config.driver_path = '\0'; } _this->gl_data->glFinish = DirectFB_GL_GetProcAddress(_this, "glFinish"); _this->gl_data->glFlush = DirectFB_GL_GetProcAddress(_this, "glFlush"); return 0; } static void DirectFB_GL_UnloadLibrary(_THIS) { #if 0 int ret; if (_this->gl_config.driver_loaded) { ret = GL_UnloadObject(_this->gl_config.dll_handle); if (ret) SDL_DFB_ERR("Error #%d trying to unload library.\n", ret); _this->gl_config.dll_handle = NULL; _this->gl_config.driver_loaded = 0; } #endif /* Free OpenGL memory */ SDL_free(_this->gl_data); _this->gl_data = NULL; } void * DirectFB_GL_GetProcAddress(_THIS, const char *proc) { void *handle; handle = _this->gl_config.dll_handle; return GL_LoadFunction(handle, proc); } SDL_GLContext DirectFB_GL_CreateContext(_THIS, SDL_Window * window) { //SDL_DFB_DEVICEDATA(_this); SDL_DFB_WINDOWDATA(window); DirectFB_GLContext *context; SDL_DFB_CALLOC(context, 1, sizeof(DirectFB_GLContext)); SDL_DFB_CHECKERR(windata->surface->GetGL(windata->surface, &context->context)); if (!context->context) return NULL; context->is_locked = 0; context->sdl_window = window; context->next = _this->gl_data->firstgl; _this->gl_data->firstgl = context; SDL_DFB_CHECK(context->context->Unlock(context->context)); if (DirectFB_GL_MakeCurrent(_this, window, context) < 0) { DirectFB_GL_DeleteContext(_this, context); return NULL; } return context; error: return NULL; } int DirectFB_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context) { //SDL_DFB_WINDOWDATA(window); DirectFB_GLContext *ctx = (DirectFB_GLContext *) context; DirectFB_GLContext *p; for (p = _this->gl_data->firstgl; p; p = p->next) { if (p->is_locked) { SDL_DFB_CHECKERR(p->context->Unlock(p->context)); p->is_locked = 0; } } if (ctx != NULL) { SDL_DFB_CHECKERR(ctx->context->Lock(ctx->context)); ctx->is_locked = 1; } return 0; error: return -1; } int DirectFB_GL_SetSwapInterval(_THIS, int interval) { SDL_Unsupported(); return -1; } int DirectFB_GL_GetSwapInterval(_THIS) { SDL_Unsupported(); return -1; } void DirectFB_GL_SwapWindow(_THIS, SDL_Window * window) { //SDL_DFB_DEVICEDATA(_this); SDL_DFB_WINDOWDATA(window); DFBRegion region; DirectFB_GLContext *p; region.x1 = 0; region.y1 = 0; region.x2 = window->w; region.y2 = window->h; #if 0 if (devdata->glFinish) devdata->glFinish(); else if (devdata->glFlush) devdata->glFlush(); #endif for (p = _this->gl_data->firstgl; p != NULL; p = p->next) if (p->sdl_window == window && p->is_locked) { SDL_DFB_CHECKERR(p->context->Unlock(p->context)); p->is_locked = 0; } SDL_DFB_CHECKERR(windata->window_surface->Flip(windata->window_surface,NULL, DSFLIP_PIPELINE |DSFLIP_BLIT | DSFLIP_ONSYNC )); //if (windata->gl_context) { //SDL_DFB_CHECKERR(windata->surface->Flip(windata->surface,NULL, DSFLIP_ONSYNC)); //SDL_DFB_CHECKERR(windata->gl_context->context->Lock(windata->gl_context->context)); //} return; error: return; } void DirectFB_GL_DeleteContext(_THIS, SDL_GLContext context) { DirectFB_GLContext *ctx = (DirectFB_GLContext *) context; DirectFB_GLContext *p; if (ctx->is_locked) SDL_DFB_CHECK(ctx->context->Unlock(ctx->context)); SDL_DFB_RELEASE(ctx->context); for (p = _this->gl_data->firstgl; p && p->next != ctx; p = p->next) ; if (p) p->next = ctx->next; else _this->gl_data->firstgl = ctx->next; SDL_DFB_FREE(ctx); } void DirectFB_GL_FreeWindowContexts(_THIS, SDL_Window * window) { DirectFB_GLContext *p; for (p = _this->gl_data->firstgl; p != NULL; p = p->next) if (p->sdl_window == window) { if (p->is_locked) SDL_DFB_CHECK(p->context->Unlock(p->context)); SDL_DFB_RELEASE(p->context); } } void DirectFB_GL_ReAllocWindowContexts(_THIS, SDL_Window * window) { DirectFB_GLContext *p; for (p = _this->gl_data->firstgl; p != NULL; p = p->next) if (p->sdl_window == window) { SDL_DFB_WINDOWDATA(window); SDL_DFB_CHECK(windata->surface->GetGL(windata->surface, &p->context)); if (p->is_locked) SDL_DFB_CHECK(p->context->Lock(p->context)); } } void DirectFB_GL_DestroyWindowContexts(_THIS, SDL_Window * window) { DirectFB_GLContext *p; for (p = _this->gl_data->firstgl; p != NULL; p = p->next) if (p->sdl_window == window) DirectFB_GL_DeleteContext(_this, p); } #endif /* vi: set ts=4 sw=4 expandtab: */