view src/video/bwindow/SDL_sysvideo.cc @ 1240:3b8a43c428bb

From Bug #36: There are a couple of issues with the selection of Altivec alpha-blitting routines in CalculateAlphaBlit() in src/video/SDL_Blit_A.c. 1) There's no check for the presence of Altivec when checking if the Blit32to565PixelAlphaAltivec() routine can be selected. 2) Altivec cannot be used in video memory, and there's no check if the destination surface is a hardware surface. (Alpha-blitting to a hardware surface with GPU support is a bad idea, but somebody's bound to do it anyway.) Patch to fix these attached.
author Ryan C. Gordon <icculus@icculus.org>
date Sun, 08 Jan 2006 21:18:15 +0000
parents a48acf6ee48f
children c9b51268668f
line wrap: on
line source

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2004 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Library General Public
    License as published by the Free Software Foundation; either
    version 2 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
    Library General Public License for more details.

    You should have received a copy of the GNU Library General Public
    License along with this library; if not, write to the Free
    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

    Sam Lantinga
    slouken@libsdl.org
*/

#ifdef SAVE_RCSID
static char rcsid =
 "@(#) $Id$";
#endif

/* BWindow based framebuffer implementation */

#include <stdlib.h>
#include <string.h>

#include <stdio.h>
#include <unistd.h>

#include "SDL.h"
#include "SDL_BeApp.h"
#include "SDL_BWin.h"
#include "SDL_timer.h"
#include "blank_cursor.h"

extern "C" {

#include "SDL_sysvideo.h"
#include "SDL_sysmouse_c.h"
#include "SDL_sysevents_c.h"
#include "SDL_events_c.h"
#include "SDL_syswm_c.h"
#include "SDL_lowvideo.h"
#include "SDL_yuvfuncs.h"
#include "SDL_sysyuv.h"

#define BEOS_HIDDEN_SIZE	32	/* starting hidden window size */

/* Initialization/Query functions */
static int BE_VideoInit(_THIS, SDL_PixelFormat *vformat);
static SDL_Rect **BE_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags);
static SDL_Surface *BE_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags);
static void BE_UpdateMouse(_THIS);
static int BE_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors);
static void BE_VideoQuit(_THIS);

/* Hardware surface functions */
static int BE_AllocHWSurface(_THIS, SDL_Surface *surface);
static int BE_LockHWSurface(_THIS, SDL_Surface *surface);
static void BE_UnlockHWSurface(_THIS, SDL_Surface *surface);
static void BE_FreeHWSurface(_THIS, SDL_Surface *surface);

static int BE_ToggleFullScreen(_THIS, int fullscreen);
static SDL_Overlay *BE_CreateYUVOverlay(_THIS, int width, int height, Uint32 format, SDL_Surface *display);

/* OpenGL functions */
#ifdef HAVE_OPENGL
static int BE_GL_LoadLibrary(_THIS, const char *path);
static void* BE_GL_GetProcAddress(_THIS, const char *proc);
static int BE_GL_GetAttribute(_THIS, SDL_GLattr attrib, int* value);
static int BE_GL_MakeCurrent(_THIS);
static void BE_GL_SwapBuffers(_THIS);
#endif

/* FB driver bootstrap functions */

static int BE_Available(void)
{
	return(1);
}

static void BE_DeleteDevice(SDL_VideoDevice *device)
{
	free(device->hidden);
	free(device);
}

static SDL_VideoDevice *BE_CreateDevice(int devindex)
{
	SDL_VideoDevice *device;

	/* Initialize all variables that we clean on shutdown */
	device = (SDL_VideoDevice *)malloc(sizeof(SDL_VideoDevice));
	if ( device ) {
		memset(device, 0, (sizeof *device));
		device->hidden = (struct SDL_PrivateVideoData *)
				malloc((sizeof *device->hidden));
	}
	if ( (device == NULL) || (device->hidden == NULL) ) {
		SDL_OutOfMemory();
		if ( device ) {
			free(device);
		}
		return(0);
	}
	memset(device->hidden, 0, (sizeof *device->hidden));

	/* Set the function pointers */
	/* Initialization/Query functions */
	device->VideoInit = BE_VideoInit;
	device->ListModes = BE_ListModes;
	device->SetVideoMode = BE_SetVideoMode;
	device->ToggleFullScreen = BE_ToggleFullScreen;
	device->UpdateMouse = BE_UpdateMouse;
	device->CreateYUVOverlay = BE_CreateYUVOverlay;
	device->SetColors = BE_SetColors;
	device->UpdateRects = NULL;
	device->VideoQuit = BE_VideoQuit;
	/* Hardware acceleration functions */
	device->AllocHWSurface = BE_AllocHWSurface;
	device->CheckHWBlit = NULL;
	device->FillHWRect = NULL;
	device->SetHWColorKey = NULL;
	device->SetHWAlpha = NULL;
	device->LockHWSurface = BE_LockHWSurface;
	device->UnlockHWSurface = BE_UnlockHWSurface;
	device->FlipHWSurface = NULL;
	device->FreeHWSurface = BE_FreeHWSurface;
	/* Gamma support */
#ifdef HAVE_OPENGL
	/* OpenGL support */
	device->GL_LoadLibrary = BE_GL_LoadLibrary;
	device->GL_GetProcAddress = BE_GL_GetProcAddress;
	device->GL_GetAttribute = BE_GL_GetAttribute;
	device->GL_MakeCurrent = BE_GL_MakeCurrent;
	device->GL_SwapBuffers = BE_GL_SwapBuffers;
#endif
	/* Window manager functions */
	device->SetCaption = BE_SetWMCaption;
	device->SetIcon = NULL;
	device->IconifyWindow = BE_IconifyWindow;
	device->GrabInput = NULL;
	device->GetWMInfo = BE_GetWMInfo;
	/* Cursor manager functions */
	device->FreeWMCursor = BE_FreeWMCursor;
	device->CreateWMCursor = BE_CreateWMCursor;
	device->ShowWMCursor = BE_ShowWMCursor;
	device->WarpWMCursor = BE_WarpWMCursor;
	device->MoveWMCursor = NULL;
	device->CheckMouseMode = NULL;
	/* Event manager functions */
	device->InitOSKeymap = BE_InitOSKeymap;
	device->PumpEvents = BE_PumpEvents;

	device->free = BE_DeleteDevice;

	/* Set the driver flags */
	device->handles_any_size = 1;
	
	return device;
}

VideoBootStrap BWINDOW_bootstrap = {
	"bwindow", "BDirectWindow graphics",
	BE_Available, BE_CreateDevice
};

static inline int ColorSpaceToBitsPerPixel(uint32 colorspace)
{
	int bitsperpixel;

	bitsperpixel = 0;
	switch (colorspace) {
	    case B_CMAP8:
		bitsperpixel = 8;
		break;
	    case B_RGB15:
	    case B_RGBA15:
	    case B_RGB15_BIG:
	    case B_RGBA15_BIG:
		bitsperpixel = 15;
		break;
	    case B_RGB16:
	    case B_RGB16_BIG:
		bitsperpixel = 16;
		break;
	    case B_RGB32:
	    case B_RGBA32:
	    case B_RGB32_BIG:
	    case B_RGBA32_BIG:
		bitsperpixel = 32;
		break;
	    default:
		break;
	}
	return(bitsperpixel);
}

/* Function to sort the display_list in bscreen */
static int CompareModes(const void *A, const void *B)
{
	const display_mode *a = (display_mode *)A;
	const display_mode *b = (display_mode *)B;

	if ( a->space == b->space ) {
		return((b->virtual_width*b->virtual_height)-
		       (a->virtual_width*a->virtual_height));
	} else {
		return(ColorSpaceToBitsPerPixel(b->space)-
		       ColorSpaceToBitsPerPixel(a->space));
	}
}

/* Yes, this isn't the fastest it could be, but it works nicely */
static int BE_AddMode(_THIS, int index, unsigned int w, unsigned int h)
{
	SDL_Rect *mode;
	int i;
	int next_mode;

	/* Check to see if we already have this mode */
	if ( SDL_nummodes[index] > 0 ) {
		for ( i=SDL_nummodes[index]-1; i >= 0; --i ) {
			mode = SDL_modelist[index][i];
			if ( (mode->w == w) && (mode->h == h) ) {
#ifdef BWINDOW_DEBUG
				fprintf(stderr, "We already have mode %dx%d at %d bytes per pixel\n", w, h, index+1);
#endif
				return(0);
			}
		}
	}

	/* Set up the new video mode rectangle */
	mode = (SDL_Rect *)malloc(sizeof *mode);
	if ( mode == NULL ) {
		SDL_OutOfMemory();
		return(-1);
	}
	mode->x = 0;
	mode->y = 0;
	mode->w = w;
	mode->h = h;
#ifdef BWINDOW_DEBUG
	fprintf(stderr, "Adding mode %dx%d at %d bytes per pixel\n", w, h, index+1);
#endif

	/* Allocate the new list of modes, and fill in the new mode */
	next_mode = SDL_nummodes[index];
	SDL_modelist[index] = (SDL_Rect **)
	       realloc(SDL_modelist[index], (1+next_mode+1)*sizeof(SDL_Rect *));
	if ( SDL_modelist[index] == NULL ) {
		SDL_OutOfMemory();
		SDL_nummodes[index] = 0;
		free(mode);
		return(-1);
	}
	SDL_modelist[index][next_mode] = mode;
	SDL_modelist[index][next_mode+1] = NULL;
	SDL_nummodes[index]++;

	return(0);
}

int BE_VideoInit(_THIS, SDL_PixelFormat *vformat)
{
	display_mode *modes;
	uint32 i, nmodes;
	int bpp;
	BRect bounds;

	/* Initialize the Be Application for appserver interaction */
	if ( SDL_InitBeApp() < 0 ) {
		return(-1);
	}

	/* It is important that this be created after SDL_InitBeApp() */
	BScreen bscreen;

	/* Save the current display mode */
	bscreen.GetMode(&saved_mode);

	/* Determine the screen depth */
	vformat->BitsPerPixel = ColorSpaceToBitsPerPixel(bscreen.ColorSpace());
	if ( vformat->BitsPerPixel == 0 ) {
		SDL_SetError("Unknown BScreen colorspace: 0x%x",
						bscreen.ColorSpace());
		return(-1);
	}

	/* Get the video modes we can switch to in fullscreen mode */
	bscreen.GetModeList(&modes, &nmodes);
	qsort(modes, nmodes, sizeof *modes, CompareModes);
	for ( i=0; i<nmodes; ++i ) {
		bpp = ColorSpaceToBitsPerPixel(modes[i].space);
		//if ( bpp != 0 ) { // There are bugs in changing colorspace
		if ( modes[i].space == saved_mode.space ) {
			BE_AddMode(_this, ((bpp+7)/8)-1,
				modes[i].virtual_width,
				modes[i].virtual_height);
		}
	}

	/* Create the window and view */
	bounds.top = 0; bounds.left = 0;
	bounds.right = BEOS_HIDDEN_SIZE;
	bounds.bottom = BEOS_HIDDEN_SIZE;
	SDL_Win = new SDL_BWin(bounds);

#ifdef HAVE_OPENGL
	/* testgl application doesn't load library, just tries to load symbols */
	/* is it correct? if so we have to load library here */
	BE_GL_LoadLibrary(_this, NULL);
#endif

	/* Create the clear cursor */
	SDL_BlankCursor = BE_CreateWMCursor(_this, blank_cdata, blank_cmask,
			BLANK_CWIDTH, BLANK_CHEIGHT, BLANK_CHOTX, BLANK_CHOTY);

	/* Fill in some window manager capabilities */
	_this->info.wm_available = 1;

	/* We're done! */
	return(0);
}

/* We support any dimension at our bit-depth */
SDL_Rect **BE_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags)
{
	SDL_Rect **modes;

	modes = ((SDL_Rect **)0);
	if ( (flags & SDL_FULLSCREEN) == SDL_FULLSCREEN ) {
		modes = SDL_modelist[((format->BitsPerPixel+7)/8)-1];
	} else {
		if ( format->BitsPerPixel ==
			_this->screen->format->BitsPerPixel ) {
			modes = ((SDL_Rect **)-1);
		}
	}
	return(modes);
}

/* Various screen update functions available */
static void BE_NormalUpdate(_THIS, int numrects, SDL_Rect *rects);


/* Find the closest display mode for fullscreen */
static bool BE_FindClosestFSMode(_THIS, int width, int height, int bpp,
					 display_mode *mode)
{
	BScreen bscreen;
	uint32 i, nmodes;
	SDL_Rect **modes;
	display_mode *dmodes;
	display_mode current;
	float current_refresh;
	bscreen.GetMode(&current);
	current_refresh = (1000 * current.timing.pixel_clock) / 
	                  (current.timing.h_total * current.timing.v_total);

	modes = SDL_modelist[((bpp+7)/8)-1];
	for ( i=0; modes[i] && (modes[i]->w > width) &&
		      (modes[i]->h > height); ++i ) {
		/* still looking */
	}
	if ( ! modes[i] || (modes[i]->w < width) || (modes[i]->h < width) ) {
		--i;	/* We went too far */
	}
	width = modes[i]->w;
	height = modes[i]->h;      
	bscreen.GetModeList(&dmodes, &nmodes);
	for ( i = 0; i < nmodes; ++i ) {
		if ( (bpp == ColorSpaceToBitsPerPixel(dmodes[i].space)) &&
		     (width == dmodes[i].virtual_width) &&
		     (height == dmodes[i].virtual_height) ) {
			break;
		}
	}
	if ( i != nmodes ) {
		*mode = dmodes[i];
		if ((mode->virtual_width <= current.virtual_width) &&
		    (mode->virtual_height <= current.virtual_height)) {
			float new_refresh = (1000 * mode->timing.pixel_clock) /
			                    (mode->timing.h_total * mode->timing.v_total);
			if (new_refresh < current_refresh) {
				mode->timing.pixel_clock = (uint32)((mode->timing.h_total * mode->timing.v_total)
				                                    * current_refresh / 1000);
			}
		}
		return true;
	} else {
		return false;
	}	
}

static int BE_SetFullScreen(_THIS, SDL_Surface *screen, int fullscreen)
{
	int was_fullscreen;
	bool needs_unlock;
	BScreen bscreen;
	BRect bounds;
	display_mode mode;
	int width, height, bpp;

	/* Set the fullscreen mode */
	was_fullscreen = SDL_Win->IsFullScreen();
	SDL_Win->SetFullScreen(fullscreen);
	fullscreen = SDL_Win->IsFullScreen();

	width = screen->w;
	height = screen->h;

	/* Set the appropriate video mode */
	if ( fullscreen ) {
		bpp = screen->format->BitsPerPixel;
		bscreen.GetMode(&mode);
		if ( (bpp != ColorSpaceToBitsPerPixel(mode.space)) ||
		     (width != mode.virtual_width) ||
		     (height != mode.virtual_height)) {
			if(BE_FindClosestFSMode(_this, width, height, bpp, &mode)) {
				bscreen.SetMode(&mode);
				/* This simply stops the next resize event from being
				 * sent to the SDL handler.
				 */
				SDL_Win->InhibitResize();
			} else {
				fullscreen = 0;
				SDL_Win->SetFullScreen(fullscreen);
			}
		}
	}
	if ( was_fullscreen && ! fullscreen ) {
		bscreen.SetMode(&saved_mode);
	}

	if ( SDL_Win->Lock() ) {
		int xoff, yoff;
		if ( SDL_Win->Shown() ) {
			needs_unlock = 1;
			SDL_Win->Hide();
		} else {
			needs_unlock = 0;
		}
		/* This resizes the window and view area, but inhibits resizing
		 * of the BBitmap due to the InhibitResize call above. Thus the
		 * bitmap (pixel data) never changes.
		 */
		SDL_Win->ResizeTo(width, height);
		bounds = bscreen.Frame();
		/* Calculate offsets - used either to center window
		 * (windowed mode) or to set drawing offsets (fullscreen mode)
		 */
		xoff = (bounds.IntegerWidth() - width)/2;
		yoff = (bounds.IntegerHeight() - height)/2;
		if ( fullscreen ) {
			/* Set offset for drawing */
			SDL_Win->SetXYOffset(xoff, yoff);
		} else {
			/* Center window and reset the drawing offset */
			SDL_Win->SetXYOffset(0, 0);
		}
		if ( ! needs_unlock || was_fullscreen ) {
			/* Center the window the first time */
			SDL_Win->MoveTo(xoff > 0 ? (float)xoff : 0.0f,
					yoff > 0 ? (float)yoff : 0.0f);
		}
		SDL_Win->Show();
		
		/* Unlock the window manually after the first Show() */
		if ( needs_unlock ) {
			SDL_Win->Unlock();
		}
	}

	/* Set the fullscreen flag in the screen surface */
	if ( fullscreen ) {
		screen->flags |= SDL_FULLSCREEN;
	} else {
		screen->flags &= ~SDL_FULLSCREEN; 
	}
	return(1);
}

static int BE_ToggleFullScreen(_THIS, int fullscreen)
{
	return BE_SetFullScreen(_this, _this->screen, fullscreen);
}

/* FIXME: check return values and cleanup here */
SDL_Surface *BE_SetVideoMode(_THIS, SDL_Surface *current,
				int width, int height, int bpp, Uint32 flags)
{
	BScreen bscreen;
	BBitmap *bbitmap;
	BRect bounds;
	Uint32 gl_flags = 0;

	/* Only RGB works on r5 currently */
	gl_flags = BGL_RGB;
	if (_this->gl_config.double_buffer)
		gl_flags |= BGL_DOUBLE;
	else
		gl_flags |= BGL_SINGLE;
	if (_this->gl_config.alpha_size > 0 || bpp == 32)
		gl_flags |= BGL_ALPHA;
	if (_this->gl_config.depth_size > 0)
		gl_flags |= BGL_DEPTH;
	if (_this->gl_config.stencil_size > 0)
		gl_flags |= BGL_STENCIL;
	if (_this->gl_config.accum_red_size > 0
		|| _this->gl_config.accum_green_size > 0
		|| _this->gl_config.accum_blue_size > 0
		|| _this->gl_config.accum_alpha_size > 0)
		gl_flags |= BGL_ACCUM;

	/* Create the view for this window, using found flags */
	if ( SDL_Win->CreateView(flags, gl_flags) < 0 ) {
		return(NULL);
	}

	current->flags = 0;		/* Clear flags */
	current->w = width;
	current->h = height;
	SDL_Win->SetType(B_TITLED_WINDOW);
	if ( flags & SDL_NOFRAME ) {
		current->flags |= SDL_NOFRAME;
		SDL_Win->SetLook(B_NO_BORDER_WINDOW_LOOK);
	} else {
		if ( (flags & SDL_RESIZABLE) && !(flags & SDL_OPENGL) )  {
			current->flags |= SDL_RESIZABLE;
			/* We don't want opaque resizing (TM). :-) */
			SDL_Win->SetFlags(B_OUTLINE_RESIZE);
		} else {
			SDL_Win->SetFlags(B_NOT_RESIZABLE|B_NOT_ZOOMABLE);
		}
	}

	if ( flags & SDL_OPENGL ) {
		current->flags |= SDL_OPENGL;
		current->pitch = 0;
		current->pixels = NULL;
		_this->UpdateRects = NULL;
	} else {
		/* Create the BBitmap framebuffer */
		bounds.top = 0; bounds.left = 0;
		bounds.right = width-1;
		bounds.bottom = height-1;
		bbitmap = new BBitmap(bounds, bscreen.ColorSpace());
		if ( ! bbitmap->IsValid() ) {
			SDL_SetError("Couldn't create screen bitmap");
			delete bbitmap;
			return(NULL);
		}
		current->pitch = bbitmap->BytesPerRow();
		current->pixels = (void *)bbitmap->Bits();
		SDL_Win->SetBitmap(bbitmap);
		_this->UpdateRects = BE_NormalUpdate;
	}

	/* Set the correct fullscreen mode */
	BE_SetFullScreen(_this, current, flags & SDL_FULLSCREEN ? 1 : 0);

	/* We're done */
	return(current);
}

/* Update the current mouse state and position */
void BE_UpdateMouse(_THIS)
{
	BPoint point;
	uint32 buttons;

	if ( SDL_Win->Lock() ) {
		/* Get new input state, if still active */
		if ( SDL_Win->IsActive() ) {
			(SDL_Win->View())->GetMouse(&point, &buttons, true);
		} else {
			point.x = -1;
			point.y = -1;
		}
		SDL_Win->Unlock();

		if ( (point.x >= 0) && (point.x < SDL_VideoSurface->w) &&
		     (point.y >= 0) && (point.y < SDL_VideoSurface->h) ) {
			SDL_PrivateAppActive(1, SDL_APPMOUSEFOCUS);
			SDL_PrivateMouseMotion(0, 0,
					(Sint16)point.x, (Sint16)point.y);
		} else {
			SDL_PrivateAppActive(0, SDL_APPMOUSEFOCUS);
		}
	}
}

/* We don't actually allow hardware surfaces other than the main one */
static int BE_AllocHWSurface(_THIS, SDL_Surface *surface)
{
	return(-1);
}
static void BE_FreeHWSurface(_THIS, SDL_Surface *surface)
{
	return;
}
static int BE_LockHWSurface(_THIS, SDL_Surface *surface)
{
	return(0);
}
static void BE_UnlockHWSurface(_THIS, SDL_Surface *surface)
{
	return;
}

static void BE_NormalUpdate(_THIS, int numrects, SDL_Rect *rects)
{
	if ( SDL_Win->BeginDraw() ) {
		int i;

		for ( i=0; i<numrects; ++i ) {
			BRect rect;

			rect.top = rects[i].y;
			rect.left = rects[i].x;
			rect.bottom = rect.top+rects[i].h-1;
			rect.right = rect.left+rects[i].w-1;
			SDL_Win->DrawAsync(rect);
		}
		SDL_Win->EndDraw();
	}
}

#ifdef HAVE_OPENGL
/* Passing a NULL path means load pointers from the application */
int BE_GL_LoadLibrary(_THIS, const char *path)
{
	if (path == NULL) {
		if (_this->gl_config.dll_handle == NULL) {
			image_info info;
			int32 cookie = 0;
			while (get_next_image_info(0,&cookie,&info) == B_OK) {
				void *location = NULL;
				if (get_image_symbol((image_id)cookie,"glBegin",B_SYMBOL_TYPE_ANY,&location) == B_OK) {
					_this->gl_config.dll_handle = (void*)cookie;
					_this->gl_config.driver_loaded = 1;
					strncpy(_this->gl_config.driver_path, "libGL.so", sizeof(_this->gl_config.driver_path)-1);
				}
			}
		}
	} else {
		/*
			FIXME None of BeOS libGL.so implementations have exported functions 
			to load BGLView, which should be reloaded from new lib.
			So for now just "load" linked libGL.so :(
		*/
		if (_this->gl_config.dll_handle == NULL) {
			return BE_GL_LoadLibrary(_this, NULL);
		}

		/* Unload old first */
		/*if (_this->gl_config.dll_handle != NULL) {*/
			/* Do not try to unload application itself (if LoadLibrary was called before with NULL ;) */
		/*	image_info info;
			if (get_image_info((image_id)_this->gl_config.dll_handle, &info) == B_OK) {
				if (info.type != B_APP_IMAGE) {
					unload_add_on((image_id)_this->gl_config.dll_handle);
				}
			}
			
		}

		if ((_this->gl_config.dll_handle = (void*)load_add_on(path)) != (void*)B_ERROR) {
			_this->gl_config.driver_loaded = 1;
			strncpy(_this->gl_config.driver_path, path, sizeof(_this->gl_config.driver_path)-1);
		}*/
	}

	if (_this->gl_config.dll_handle != NULL) {
		return 0;
	} else {
		_this->gl_config.dll_handle = NULL;
		_this->gl_config.driver_loaded = 0;
		strcpy(_this->gl_config.driver_path, "");
		return -1;
	}
}

void* BE_GL_GetProcAddress(_THIS, const char *proc)
{
	if (_this->gl_config.dll_handle != NULL) {
		void *location = NULL;
		status_t err;
		if ((err = get_image_symbol((image_id)_this->gl_config.dll_handle, proc, B_SYMBOL_TYPE_ANY, &location)) == B_OK) {
			return location;
		} else {
			SDL_SetError("Couldn't find OpenGL symbol");
			return NULL;
		}
	} else {
		SDL_SetError("OpenGL library not loaded");
		return NULL;
	}
}

int BE_GL_GetAttribute(_THIS, SDL_GLattr attrib, int* value)
{
	/*
		FIXME? Right now BE_GL_GetAttribute shouldn't be called between glBegin() and glEnd() - it doesn't use "cached" values
	*/
	switch (attrib)
    {
		case SDL_GL_RED_SIZE:
			glGetIntegerv(GL_RED_BITS, (GLint*)value);
			break;
		case SDL_GL_GREEN_SIZE:
			glGetIntegerv(GL_GREEN_BITS, (GLint*)value);
			break;
		case SDL_GL_BLUE_SIZE:
			glGetIntegerv(GL_BLUE_BITS, (GLint*)value);
			break;
		case SDL_GL_ALPHA_SIZE:
			glGetIntegerv(GL_ALPHA_BITS, (GLint*)value);
			break;
		case SDL_GL_DOUBLEBUFFER:
			glGetBooleanv(GL_DOUBLEBUFFER, (GLboolean*)value);
			break;
		case SDL_GL_BUFFER_SIZE:
			int v;
			glGetIntegerv(GL_RED_BITS, (GLint*)&v);
			*value = v;
			glGetIntegerv(GL_GREEN_BITS, (GLint*)&v);
			*value += v;
			glGetIntegerv(GL_BLUE_BITS, (GLint*)&v);
			*value += v;
			glGetIntegerv(GL_ALPHA_BITS, (GLint*)&v);
			*value += v;
			break;
		case SDL_GL_DEPTH_SIZE:
			glGetIntegerv(GL_DEPTH_BITS, (GLint*)value); /* Mesa creates 16 only? r5 always 32 */
			break;
		case SDL_GL_STENCIL_SIZE:
			glGetIntegerv(GL_STENCIL_BITS, (GLint*)value);
			break;
		case SDL_GL_ACCUM_RED_SIZE:
			glGetIntegerv(GL_ACCUM_RED_BITS, (GLint*)value);
			break;
		case SDL_GL_ACCUM_GREEN_SIZE:
			glGetIntegerv(GL_ACCUM_GREEN_BITS, (GLint*)value);
			break;
		case SDL_GL_ACCUM_BLUE_SIZE:
			glGetIntegerv(GL_ACCUM_BLUE_BITS, (GLint*)value);
			break;
		case SDL_GL_ACCUM_ALPHA_SIZE:
			glGetIntegerv(GL_ACCUM_ALPHA_BITS, (GLint*)value);
			break;
		case SDL_GL_STEREO:
		case SDL_GL_MULTISAMPLEBUFFERS:
		case SDL_GL_MULTISAMPLESAMPLES:
		default:
			*value=0;
			return(-1);
	}
	return 0;
}

int BE_GL_MakeCurrent(_THIS)
{
	/* FIXME: should we glview->unlock and then glview->lock()? */
	return 0;
}

void BE_GL_SwapBuffers(_THIS)
{
	SDL_Win->SwapBuffers();
}
#endif

/* Is the system palette settable? */
int BE_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors)
{
	int i;
	SDL_Palette *palette;
	const color_map *cmap = BScreen().ColorMap();

	/* Get the screen colormap */
	palette = _this->screen->format->palette;
	for ( i=0; i<256; ++i ) {
		palette->colors[i].r = cmap->color_list[i].red;
		palette->colors[i].g = cmap->color_list[i].green;
		palette->colors[i].b = cmap->color_list[i].blue;
	}
	return(0);
}

void BE_VideoQuit(_THIS)
{
	int i, j;

	SDL_Win->Quit();
	SDL_Win = NULL;

	if ( SDL_BlankCursor != NULL ) {
		BE_FreeWMCursor(_this, SDL_BlankCursor);
		SDL_BlankCursor = NULL;
	}
	for ( i=0; i<NUM_MODELISTS; ++i ) {
		if ( SDL_modelist[i] ) {
			for ( j=0; SDL_modelist[i][j]; ++j ) {
				free(SDL_modelist[i][j]);
			}
			free(SDL_modelist[i]);
			SDL_modelist[i] = NULL;
		}
	}
	/* Restore the original video mode */
	if ( _this->screen ) {
		if ( (_this->screen->flags&SDL_FULLSCREEN) == SDL_FULLSCREEN ) {
			BScreen bscreen;
			bscreen.SetMode(&saved_mode);
		}
		_this->screen->pixels = NULL;
	}

#ifdef HAVE_OPENGL
	if (_this->gl_config.dll_handle != NULL)
		unload_add_on((image_id)_this->gl_config.dll_handle);
#endif

	SDL_QuitBeApp();
}

}; /* Extern C */