Mercurial > sdl-ios-xcode
view src/video/directfb/SDL_DirectFB_opengl.c @ 4573:6399178be313
Completed work on X11_CreateTexture. Added lots of safety features.
These include support for drawing a texture using the core protocol
while other textures are drawn using Xrender if Xrender does not support
the color format of the said texture or any other fault with Xrender.
author | Sunny Sachanandani <sunnysachanandani@gmail.com> |
---|---|
date | Fri, 28 May 2010 20:40:09 +0530 |
parents | f7b03b6838cb |
children | b196d2758026 |
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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 */ }; #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); /* Unload the old driver and reset the pointers */ DirectFB_GL_UnloadLibrary(_this); _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'; } devdata->glFinish = DirectFB_GL_GetProcAddress(_this, "glFinish"); devdata->glFlush = DirectFB_GL_GetProcAddress(_this, "glFlush"); return 0; } static void DirectFB_GL_UnloadLibrary(_THIS) { 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; } } 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_WINDOWDATA(window); DirectFB_GLContext *context; int ret; SDL_DFB_CALLOC(context, 1, sizeof(*context)); SDL_DFB_CHECKERR(windata->surface->GetGL(windata->surface, &context->context)); if (!context->context) return NULL; SDL_DFB_CHECKERR(context->context->Unlock(context->context)); context->next = _this->gl_data->firstgl; _this->gl_data->firstgl = 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; int ret; for (p = _this->gl_data->firstgl; p; p = p->next) p->context->Unlock(p->context); if (windata) { windata->gl_context = NULL; /* Everything is unlocked, check for a resize */ DirectFB_AdjustWindowSurface(window); } if (ctx != NULL) { SDL_DFB_CHECKERR(ctx->context->Lock(ctx->context)); } if (windata) windata->gl_context = ctx; 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); int ret; DFBRegion region; region.x1 = 0; region.y1 = 0; region.x2 = window->w; region.y2 = window->h; if (devdata->glFinish) devdata->glFinish(); else if (devdata->glFlush) devdata->glFlush(); if (1 || windata->gl_context) { /* SDL_DFB_CHECKERR(windata->gl_context->context->Unlock(windata->gl_context->context)); */ SDL_DFB_CHECKERR(windata->surface->Flip(windata->surface, ®ion, 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; ctx->context->Unlock(ctx->context); ctx->context->Release(ctx->context); p = _this->gl_data->firstgl; while (p && p->next != ctx) p = p->next; if (p) p->next = ctx->next; else _this->gl_data->firstgl = ctx->next; SDL_DFB_FREE(ctx); } #endif /* vi: set ts=4 sw=4 expandtab: */