Mercurial > sdl-ios-xcode
view src/video/uikit/SDL_uikitopengles.m @ 3099:82e60908fab1
Date: Mon, 23 Mar 2009 09:17:24 +0200
From: "Mike Gorchak"
Subject: New QNX patches
Please apply patch qnx4.diff, which is attached. What has been done:
1)Added back OpenGL ES renderer for QNX target. Added few corrections to
OpenGL ES renderer to let it work under QNX. OpenGL ES renderer do not
support textures under QNX, so I think some additional work must be done.
2) Added GL_OES_query_matrix extension to SDL_opengles.h header file, which
required by OpenGL ES 1.1 specification.
3) Added attribute clearing at the entrance of function
SDL_GL_GetAttribure(). Added error checking into the function
SDL_GL_GetAttribure(), because some attributes can't be obtained in OpenGL
ES 1.0.
4) Porting testdyngles to OpenGL ES 1.0 (1.1 has glColor4ub() and
glColor4f() functions, but 1.0 has glColor4f() only).
5) Added error checking after obtaining attributes using
SDL_GL_GetAttribute() function to the testgl2 and testgles.
6) Small correction to testmultiaudio with printing errors.
7) Added software and accelerated OpenGL ES 1.0 support into the QNX GF
driver.
Please remove ./src/audio/nto directory - it will not be used anymore.
Please create ./src/audio/qsa directory and add content of the archive
qsa.tar.gz into this directory. I rewrote some sound code, added support for
multiple audio cards, enumeration, etc. Added initial support for capture.
As far as I can understand SDL 1.3 is not supporting audio capture right now
? Sam, Am I right ? Or audio capture must be supported through the
PlayDevice routine ?
And last, please put file SDL_gf_opengles.c to the ./src/video/qnxgf
directory. It is OpenGL ES 1.1 emulation layer for some functions, which are
not supported by OpenGL ES 1.0.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 24 Mar 2009 10:33:12 +0000 |
parents | 99210400e8b9 |
children | 42e1092225f9 |
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/* 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_uikitopengles.h" #include "SDL_uikitopenglview.h" #include "SDL_uikitappdelegate.h" #include "SDL_uikitwindow.h" #include "jumphack.h" #include "SDL_sysvideo.h" #include "SDL_loadso.h" #include <dlfcn.h> static int UIKit_GL_Initialize(_THIS); void * UIKit_GL_GetProcAddress(_THIS, const char *proc) { /* Look through all SO's for the proc symbol. Here's why: -Looking for the path to the OpenGL Library seems not to work in the iPhone Simulator. -We don't know that the path won't change in the future. */ return SDL_LoadFunction(RTLD_DEFAULT, proc); } /* note that SDL_GL_Delete context makes it current without passing the window */ int UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context) { if (context) { SDL_WindowData *data = (SDL_WindowData *)window->driverdata; [data->view setCurrentContext]; } else { [EAGLContext setCurrentContext: nil]; } return 0; } int UIKit_GL_LoadLibrary(_THIS, const char *path) { /* shouldn't be passing a path into this function why? Because we've already loaded the library and because the SDK forbids loading an external SO */ if (path != NULL) { SDL_SetError("iPhone GL Load Library just here for compatibility"); return -1; } return 0; } void UIKit_GL_SwapWindow(_THIS, SDL_Window * window) { SDL_WindowData *data = (SDL_WindowData *)window->driverdata; if (nil == data->view) { return; } [data->view swapBuffers]; /* since now we've got something to draw make the window visible */ [data->uiwindow makeKeyAndVisible]; /* we need to let the event cycle run, or the OS won't update the OpenGL view! */ SDL_PumpEvents(); } SDL_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window * window) { SDL_uikitopenglview *view; SDL_WindowData *data = (SDL_WindowData *)window->driverdata; /* construct our view, passing in SDL's OpenGL configuration data */ view = [[SDL_uikitopenglview alloc] initWithFrame: [[UIScreen mainScreen] applicationFrame] \ retainBacking: _this->gl_config.retained_backing \ rBits: _this->gl_config.red_size \ gBits: _this->gl_config.green_size \ bBits: _this->gl_config.blue_size \ aBits: _this->gl_config.alpha_size \ depthBits: _this->gl_config.depth_size]; data->view = view; /* add the view to our window */ [data->uiwindow addSubview: view ]; /* Don't worry, the window retained the view */ [view release]; if ( UIKit_GL_MakeCurrent(_this, window, view) < 0 ) { UIKit_GL_DeleteContext(_this, view); return NULL; } return view; } void UIKit_GL_DeleteContext(_THIS, SDL_GLContext context) { /* the delegate has retained the view, this will release him */ SDL_uikitopenglview *view = (SDL_uikitopenglview *)context; /* this will also delete it */ [view removeFromSuperview]; return; }