view src/video/directfb/SDL_DirectFB_opengl.c @ 5275:7aba0406c273

Frank Zago to sdl The following patch fixes some of the bitrot for the Nintendo DS port. The support is still basic at the moment, but it allows to run the "general" test under the current head of tree (parent: 5269:11bd1585efb5 tip). Most of the patch is mine, but I integrated a couple changes that John Magnotti posted on Feb 1st.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 12 Feb 2011 11:36:56 -0800
parents b530ef003506
children
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2011 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

    SDL1.3 DirectFB driver by couriersud@arcor.de
	
*/

#include "SDL_DirectFB_video.h"

#if SDL_DIRECTFB_OPENGL
#include "SDL_DirectFB_opengl.h"
#include "SDL_DirectFB_window.h"

#include <directfbgl.h>
#include "SDL_loadso.h"
#endif

#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_ALLOC_CLEAR(context, 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: */