Mercurial > sdl-ios-xcode
view src/video/qnxgf/SDL_gf_render.c @ 3100:7dc982143c06
Date: Sun, 22 Mar 2009 12:52:29 +0000
From: Luke Benstead
Subject: OpenGL 3.0 Context Creation
I've attached a patch which implements OpenGL 3.x context creation on
the latest SVN. I've added two options to SDL_GL_SetAttribute, these
are SDL_GL_CONTEXT_MAJOR_VERSION and SDL_GL_CONTEXT_MINOR_VERSION.
These default to 2 and 1 respectively. If the major version is less
than 3 then the current context creation method is used, otherwise the
appropriate new context creation function is called (depending on the
platform).
Sample code:
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
printf("Unable to initialize SDL: %s\n", SDL_GetError());
return 1;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); //Without these 2 lines, SDL will create a GL 2.x context
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_Surface* screen = SDL_SetVideoMode( 640, 480, 16, SDL_OPENGL | SDL_FULLSCREEN );
I've implemented context creation on both Win32 and X and run basic
tests on both. This patch doesn't provide access to all the options
allowed by the new context creation (e.g. shared contexts, forward
compatible contexts) but they can be added pretty easily.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 24 Mar 2009 10:43:53 +0000 |
parents | 82e60908fab1 |
children | 7b3a09fb9c8b |
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 QNX Graphics Framework SDL driver Copyright (C) 2009 Mike Gorchak (mike@malva.ua, lestat@i.com.ua) */ #include "SDL_config.h" #include "../SDL_pixels_c.h" #include "../SDL_yuv_sw_c.h" #include "SDL_video.h" #include "SDL_gf_render.h" #include "SDL_qnxgf.h" static SDL_Renderer* gf_createrenderer(SDL_Window* window, Uint32 flags); static int gf_displaymodechanged(SDL_Renderer* renderer); static int gf_activaterenderer(SDL_Renderer* renderer); static int gf_createtexture(SDL_Renderer* renderer, SDL_Texture* texture); static int gf_querytexturepixels(SDL_Renderer* renderer, SDL_Texture* texture, void** pixels, int* pitch); static int gf_settexturepalette(SDL_Renderer* renderer, SDL_Texture* texture, const SDL_Color* colors, int firstcolor, int ncolors); static int gf_gettexturepalette(SDL_Renderer* renderer, SDL_Texture* texture, SDL_Color* colors, int firstcolor, int ncolors); static int gf_settexturecolormod(SDL_Renderer* renderer, SDL_Texture* texture); static int gf_settexturealphamod(SDL_Renderer* renderer, SDL_Texture* texture); static int gf_settextureblendmode(SDL_Renderer* renderer, SDL_Texture* texture); static int gf_settexturescalemode(SDL_Renderer* renderer, SDL_Texture* texture); static int gf_updatetexture(SDL_Renderer* renderer, SDL_Texture* texture, const SDL_Rect* rect, const void* pixels, int pitch); static int gf_locktexture(SDL_Renderer* renderer, SDL_Texture* texture, const SDL_Rect* rect, int markDirty, void** pixels, int* pitch); static void gf_unlocktexture(SDL_Renderer* renderer, SDL_Texture* texture); static void gf_dirtytexture(SDL_Renderer* renderer, SDL_Texture* texture, int numrects, const SDL_Rect* rects); static int gf_renderpoint(SDL_Renderer* renderer, int x, int y); static int gf_renderline(SDL_Renderer* renderer, int x1, int y1, int x2, int y2); static int gf_renderfill(SDL_Renderer* renderer, const SDL_Rect* rect); static int gf_rendercopy(SDL_Renderer* renderer, SDL_Texture* texture, const SDL_Rect* srcrect, const SDL_Rect* dstrect); static void gf_renderpresent(SDL_Renderer* renderer); static void gf_destroytexture(SDL_Renderer* renderer, SDL_Texture* texture); static void gf_destroyrenderer(SDL_Renderer* renderer); SDL_RenderDriver gf_renderdriver= { gf_createrenderer, { "qnxgf", (SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTCOPY | SDL_RENDERER_PRESENTFLIP2 | SDL_RENDERER_PRESENTFLIP3 | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_ACCELERATED), (SDL_TEXTUREMODULATE_NONE | SDL_TEXTUREMODULATE_COLOR | SDL_TEXTUREMODULATE_ALPHA), (SDL_BLENDMODE_NONE | SDL_BLENDMODE_MASK | SDL_BLENDMODE_BLEND | SDL_BLENDMODE_ADD | SDL_BLENDMODE_MOD), (SDL_TEXTURESCALEMODE_NONE | SDL_TEXTURESCALEMODE_SLOW), 13, { SDL_PIXELFORMAT_INDEX8, SDL_PIXELFORMAT_RGB555, SDL_PIXELFORMAT_RGB565, SDL_PIXELFORMAT_RGB888, SDL_PIXELFORMAT_BGR888, SDL_PIXELFORMAT_ARGB8888, SDL_PIXELFORMAT_RGBA8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGRA8888, SDL_PIXELFORMAT_YV12, SDL_PIXELFORMAT_YUY2, SDL_PIXELFORMAT_UYVY, SDL_PIXELFORMAT_YVYU }, 0, 0 } }; static SDL_Renderer* gf_createrenderer(SDL_Window* window, Uint32 flags) { SDL_VideoDisplay* display = SDL_GetDisplayFromWindow(window); SDL_DisplayData* didata = (SDL_DisplayData*)display->driverdata; SDL_WindowData* wdata = (SDL_WindowData*)window->driverdata; SDL_Renderer* renderer = NULL; SDL_RenderData* rdata = NULL; uint32_t it; int32_t jt; int32_t status; /* Check if it is OpenGL ES window */ if ((window->flags & SDL_WINDOW_OPENGL)==SDL_WINDOW_OPENGL) { /* No error, just no need to create 2D renderer for OpenGL ES window */ return NULL; } /* Allocate new renderer structure */ renderer=(SDL_Renderer*)SDL_calloc(1, sizeof(SDL_Renderer)); if (renderer==NULL) { SDL_OutOfMemory(); return NULL; } /* Allocate renderer data */ rdata=(SDL_RenderData*)SDL_calloc(1, sizeof(SDL_RenderData)); if (rdata==NULL) { SDL_free(renderer); SDL_OutOfMemory(); return NULL; } renderer->DisplayModeChanged=gf_displaymodechanged; renderer->ActivateRenderer=gf_activaterenderer; renderer->CreateTexture=gf_createtexture; renderer->QueryTexturePixels=gf_querytexturepixels; renderer->SetTexturePalette=gf_settexturepalette; renderer->GetTexturePalette=gf_gettexturepalette; renderer->SetTextureAlphaMod=gf_settexturealphamod; renderer->SetTextureColorMod=gf_settexturecolormod; renderer->SetTextureBlendMode=gf_settextureblendmode; renderer->SetTextureScaleMode=gf_settexturescalemode; renderer->UpdateTexture=gf_updatetexture; renderer->LockTexture=gf_locktexture; renderer->UnlockTexture=gf_unlocktexture; renderer->DirtyTexture=gf_dirtytexture; renderer->RenderPoint=gf_renderpoint; renderer->RenderLine=gf_renderline; renderer->RenderFill=gf_renderfill; renderer->RenderCopy=gf_rendercopy; renderer->RenderPresent = gf_renderpresent; renderer->DestroyTexture = gf_destroytexture; renderer->DestroyRenderer = gf_destroyrenderer; renderer->info = gf_renderdriver.info; renderer->window = window->id; renderer->driverdata = rdata; /* Set render acceleration flag in case it is accelerated */ if ((didata->caps & SDL_GF_ACCELERATED)==SDL_GF_ACCELERATED) { renderer->info.flags=SDL_RENDERER_ACCELERATED; } else { renderer->info.flags&=~(SDL_RENDERER_ACCELERATED); } rdata->window=window; /* Check if upper level requested synchronization on vsync signal */ if ((flags & SDL_RENDERER_PRESENTVSYNC)==SDL_RENDERER_PRESENTVSYNC) { rdata->enable_vsync=SDL_TRUE; } else { rdata->enable_vsync=SDL_FALSE; } /* Check what buffer copy/flip scheme is requested */ rdata->surfaces_count=0; if ((flags & SDL_RENDERER_SINGLEBUFFER)==SDL_RENDERER_SINGLEBUFFER) { if ((flags & SDL_RENDERER_PRESENTDISCARD)==SDL_RENDERER_PRESENTDISCARD) { renderer->info.flags|=SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTDISCARD; } else { renderer->info.flags|=SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTCOPY; } rdata->surfaces_count=1; rdata->surface_visible_idx=0; rdata->surface_render_idx=0; } else { if ((flags & SDL_RENDERER_PRESENTFLIP2)==SDL_RENDERER_PRESENTFLIP2) { renderer->info.flags|=SDL_RENDERER_PRESENTFLIP2; rdata->surfaces_count=2; rdata->surface_visible_idx=0; rdata->surface_render_idx=1; } else { if ((flags & SDL_RENDERER_PRESENTFLIP3)==SDL_RENDERER_PRESENTFLIP3) { renderer->info.flags|=SDL_RENDERER_PRESENTFLIP3; rdata->surfaces_count=3; rdata->surface_visible_idx=0; rdata->surface_render_idx=1; } else { renderer->info.flags|=SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTCOPY; rdata->surfaces_count=1; rdata->surface_visible_idx=0; rdata->surface_render_idx=0; } } } /* Create layer surfaces, which could be visible */ for (it=0; it<rdata->surfaces_count; it++) { /* TODO: add palette creation */ /* do not waste surfaces when using GL ES */ /* Create displayable surfaces */ status=gf_surface_create_layer(&rdata->surface[it], &didata->layer, 1, 0, didata->current_mode.w, didata->current_mode.h, qnxgf_sdl_to_gf_pixelformat(didata->current_mode.format), NULL, GF_SURFACE_CREATE_2D_ACCESSIBLE); if (status!=GF_ERR_OK) { /* Free already allocated surfaces */ for (jt=it-1; jt>0; jt--) { gf_surface_free(rdata->surface[jt]); } SDL_free(rdata); SDL_free(renderer); if (status==GF_ERR_MEM) { SDL_SetError("unsufficient free video memory"); } else { SDL_SetError("error during displayable surface creation"); } return NULL; } /* Get detailed information about allocated surface */ gf_surface_get_info(rdata->surface[it], &rdata->surface_info[it]); } return renderer; } void gf_addrenderdriver(_THIS) { uint32_t it; for (it=0; it<_this->num_displays; it++) { SDL_AddRenderDriver(it, &gf_renderdriver); } } /****************************************************************************/ /* SDL render interface */ /****************************************************************************/ static int gf_displaymodechanged(SDL_Renderer* renderer) { SDL_RenderData* rdata=(SDL_RenderData*)renderer->driverdata; /* Remove all allocated surfaces, they are no more valid */ /* TODO: Add video mode change detection and new parameters detection */ return 0; } static int gf_activaterenderer(SDL_Renderer* renderer) { SDL_RenderData* rdata=(SDL_RenderData*)renderer->driverdata; SDL_VideoDisplay* display = SDL_GetDisplayFromWindow(rdata->window); SDL_DisplayData* didata = (SDL_DisplayData*)display->driverdata; /* Setup current surface as visible */ gf_layer_set_surfaces(didata->layer, &rdata->surface[rdata->surface_visible_idx], 1); /* Set visible surface when hardware in idle state */ gf_layer_update(didata->layer, GF_LAYER_UPDATE_NO_WAIT_IDLE); return 0; } static int gf_createtexture(SDL_Renderer* renderer, SDL_Texture* texture) { SDL_RenderData* renderdata=(SDL_RenderData*)renderer->driverdata; SDL_Window* window=SDL_GetWindowFromID(renderer->window); SDL_VideoDisplay* display=SDL_GetDisplayFromWindow(window); SDL_TextureData* tdata=NULL; /* Allocate texture driver data */ tdata=(SDL_TextureData*)SDL_calloc(1, sizeof(SDL_TextureData)); if (tdata==NULL) { SDL_OutOfMemory(); return -1; } /* Set texture driver data */ texture->driverdata=tdata; } static int gf_querytexturepixels(SDL_Renderer* renderer, SDL_Texture* texture, void** pixels, int* pitch) { } static int gf_settexturepalette(SDL_Renderer* renderer, SDL_Texture* texture, const SDL_Color* colors, int firstcolor, int ncolors) { } static int gf_gettexturepalette(SDL_Renderer* renderer, SDL_Texture* texture, SDL_Color* colors, int firstcolor, int ncolors) { } static int gf_settexturecolormod(SDL_Renderer* renderer, SDL_Texture* texture) { } static int gf_settexturealphamod(SDL_Renderer* renderer, SDL_Texture* texture) { } static int gf_settextureblendmode(SDL_Renderer* renderer, SDL_Texture* texture) { } static int gf_settexturescalemode(SDL_Renderer* renderer, SDL_Texture* texture) { } static int gf_updatetexture(SDL_Renderer* renderer, SDL_Texture* texture, const SDL_Rect* rect, const void* pixels, int pitch) { } static int gf_locktexture(SDL_Renderer* renderer, SDL_Texture* texture, const SDL_Rect* rect, int markDirty, void** pixels, int* pitch) { } static void gf_unlocktexture(SDL_Renderer* renderer, SDL_Texture* texture) { } static void gf_dirtytexture(SDL_Renderer* renderer, SDL_Texture* texture, int numrects, const SDL_Rect* rects) { } static int gf_renderpoint(SDL_Renderer* renderer, int x, int y) { } static int gf_renderline(SDL_Renderer* renderer, int x1, int y1, int x2, int y2) { } static int gf_renderfill(SDL_Renderer* renderer, const SDL_Rect* rect) { } static int gf_rendercopy(SDL_Renderer* renderer, SDL_Texture* texture, const SDL_Rect* srcrect, const SDL_Rect* dstrect) { } static void gf_renderpresent(SDL_Renderer* renderer) { } static void gf_destroytexture(SDL_Renderer* renderer, SDL_Texture* texture) { } static void gf_destroyrenderer(SDL_Renderer* renderer) { SDL_RenderData* rdata=(SDL_RenderData*)renderer->driverdata; uint32_t it; for (it=0; it<rdata->surfaces_count; it++) { gf_surface_free(rdata->surface[it]); } } /* vi: set ts=4 sw=4 expandtab: */