Mercurial > sdl-ios-xcode
view src/video/bwindow/SDL_sysvideo.cc @ 5053:b5b42be9333c
Fixed bug #1026
Vittorio Giovara 2010-07-16 19:09:28 PDT
i was reading SDL_renderer_gles and i noticed that every time we there
is some gl call the gl state is modified with a couple of
glEnableClientState()/glDisableClientState.
While this is completely fine for desktops systems, this is a major
performace kill on mobile devices, right where opengles is
implemented.
Normal practice in this case is to update the glstate once, keep it
always the same and disable/enable other states only in very special
occasions.
On the web there's plenty of documentation (on the top of my head
http://developer.apple.com/iphone/library/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/Performance/Performance.html#//apple_ref/doc/uid/TP40008793-CH105-SW5
) and i personally tried this.
I modified my code and got a 10 fps boost, then modified SDL_render_gles and
shifted from 40 fps to 50 fps alone -- considering that i started from ~30fps i
got an 80% performance increase with this technique.
I have attached a dif of my changes, hope that it will be included in
mainstream.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 19 Jan 2011 23:56:16 -0800 |
parents | 8cc00819c8d6 |
children | 3a8a452b49f0 |
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); static 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 = NULL; 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 = NULL; /* 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]; bool exactmatch = false; for (uint32 x = 0; modes[x]; x++) { if (modes[x]->w == width && modes[x]->h == height) { exactmatch = true; i = x; break; } } if (!exactmatch) { 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 < height)) { /* We went too far */ --i; } } 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 xoff, yoff; 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) */ xoff = (bounds.IntegerWidth() - width) / 2; yoff = (bounds.IntegerHeight() - height) / 2; if (fullscreen) { /* Set offset for drawing */ SDL_Win->SetXYOffset(xoff, yoff); } else { /* Center window and reset the drawing offset */ SDL_Win->SetXYOffset(0, 0); } if (!needs_unlock || was_fullscreen) { /* Center the window the first time */ SDL_Win->MoveTo(xoff > 0 ? (float) xoff : 0.0f, yoff > 0 ? (float) yoff : 0.0f); } 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_INTERNALOPENGL)) { 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_INTERNALOPENGL) { current->flags |= SDL_INTERNALOPENGL; 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; if (get_image_symbol ((image_id) cookie, "glBegin", B_SYMBOL_TYPE_ANY, &location) == B_OK) { _this->gl_config.dll_handle = (void *) cookie; _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 */ /* vi: set ts=4 sw=4 expandtab: */