Mercurial > sdl-ios-xcode
view src/video/bwindow/SDL_sysvideo.cc @ 4216:5b99971a27b4 SDL-1.2
Fixed bug #698
Hans de Goede 2009-02-13 01:10:52 PST
Since the new "glitch free" version of pulseaudio (used in Fedora 10 amongst
others), the sound of SDL using apps (like a simple playmus call) has been
crackling.
While looking in to fixing this I noticed that the current pulseaudio code in
SDL uses pa_simple. However pa_simple uses a thread to pump pulseaudio events
and ipc, given that SDL already has its own thread for audio handling this is
clearly suboptimal, leading to unnecessary context switching IPC, etc. Also
pa_simple does not allow one to implement the WaitAudio() callback for SDL
audiodrivers properly.
Given that my work is mostly a rewrite (although some original pieces remain)
I'm attaching the new .c and .h file, as that is easier to review then the huge
diff.
Let me know if you also want the diff.
This new version has the following features:
-no longer use an additional thread next to the SDL sound thread
-do not crackle with glitch free audio
-when used with a newer pulse, which does glitch free audio, the total latency
is
the same as with the alsa driver
-proper WaitAudio() implementation, saving another mixlen worth of latency
-adds a WaitDone() implementation
This patch has been written in consultancy with Lennart Poetering (the
pulseaudio author) and has been reviewed by him for correct use of the pa API.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 21 Sep 2009 09:27:08 +0000 |
parents | 7a4c511c980a |
children | 0620847bf1a8 |
line wrap: on
line source
/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 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" /* BWindow based framebuffer implementation */ #include <unistd.h> #include "SDL_BWin.h" #include "SDL_timer.h" extern "C" { #include "../SDL_sysvideo.h" #include "../../events/SDL_events_c.h" #include "SDL_sysevents_c.h" #include "SDL_sysmouse_c.h" #include "SDL_syswm_c.h" #include "SDL_lowvideo.h" #include "../SDL_yuvfuncs.h" #include "SDL_sysyuv.h" #include "../blank_cursor.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); SDL_Overlay *BE_CreateYUVOverlay(_THIS, int width, int height, Uint32 format, SDL_Surface *display); /* OpenGL functions */ #if SDL_VIDEO_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) { SDL_free(device->hidden); SDL_free(device); } static SDL_VideoDevice *BE_CreateDevice(int devindex) { SDL_VideoDevice *device; /* Initialize all variables that we clean on shutdown */ device = (SDL_VideoDevice *)SDL_malloc(sizeof(SDL_VideoDevice)); if ( device ) { SDL_memset(device, 0, (sizeof *device)); device->hidden = (struct SDL_PrivateVideoData *) SDL_malloc((sizeof *device->hidden)); } if ( (device == NULL) || (device->hidden == NULL) ) { SDL_OutOfMemory(); if ( device ) { SDL_free(device); } return(0); } SDL_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 */ #if SDL_VIDEO_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 = BE_GrabInput; 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 = BE_CheckMouseMode; /* 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 *)SDL_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 **) SDL_realloc(SDL_modelist[index], (1+next_mode+1)*sizeof(SDL_Rect *)); if ( SDL_modelist[index] == NULL ) { SDL_OutOfMemory(); SDL_nummodes[index] = 0; SDL_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); _this->info.current_w = saved_mode.virtual_width; _this->info.current_h = saved_mode.virtual_height; /* 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); SDL_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); #if SDL_VIDEO_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(¤t); 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 cx, cy; 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) */ cx = (bounds.IntegerWidth() - width)/2; cy = (bounds.IntegerHeight() - height)/2; if ( fullscreen ) { /* Set offset for drawing */ SDL_Win->SetXYOffset(cx, cy); } else { SDL_Win->SetXYOffset(0, 0); } if ( ! needs_unlock || was_fullscreen ) { /* Center the window the first time */ SDL_Win->MoveTo(cx, cy); } 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(); } } #if SDL_VIDEO_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; #ifdef __HAIKU__ if (get_image_symbol(info.id,"glBegin",B_SYMBOL_TYPE_ANY,&location) == B_OK) { // This is how it actually works in Haiku #else if (get_image_symbol((image_id)cookie,"glBegin",B_SYMBOL_TYPE_ANY,&location) == B_OK) { // I don't know if that *did* work in BeOS #endif _this->gl_config.dll_handle = (void*)info.id; _this->gl_config.driver_loaded = 1; SDL_strlcpy(_this->gl_config.driver_path, "libGL.so", SDL_arraysize(_this->gl_config.driver_path)); } } } } 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; SDL_strlcpy(_this->gl_config.driver_path, path, SDL_arraysize(_this->gl_config.driver_path)); }*/ } if (_this->gl_config.dll_handle != NULL) { return 0; } else { _this->gl_config.dll_handle = NULL; _this->gl_config.driver_loaded = 0; *_this->gl_config.driver_path = '\0'; 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 ) { SDL_free(SDL_modelist[i][j]); } SDL_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; } #if SDL_VIDEO_OPENGL if (_this->gl_config.dll_handle != NULL) unload_add_on((image_id)_this->gl_config.dll_handle); #endif SDL_QuitBeApp(); } }; /* Extern C */