Mercurial > sdl-ios-xcode
view src/video/nds/SDL_ndsvideo.c @ 3485:e77a69aae239
Mason Wheeler to sdl
I updated SDL, and suddenly my SDL frames stopped working. They'd "initialize" full of gibberish, and I couldn't render anything to them. After a bit of digging, I found a problem: the renderer initialization routine in my SDL frame code wasn't getting called anymore.
procedure TSdlFrame.Paint;
begin
if SDL_SelectRenderer(FWindowID) = -1 then
CreateRenderer;
SDL_RenderPresent;
end;
function TSdlFrame.CreateRenderer: boolean;
const
pf: tagPIXELFORMATDESCRIPTOR = (nSize: sizeof(pf); nVersion: 1;
dwFlags: PFD_DRAW_TO_WINDOW or PFD_SUPPORT_OPENGL or PFD_DOUBLEBUFFER;
iPixelType: PFD_TYPE_RGBA; cColorBits: 24; cAlphaBits: 8;
iLayerType: PFD_MAIN_PLANE);
RENDERERS: array[TRendererType] of AnsiString = ('software', 'gdi', 'opengl', 'd3d');
var
pFormat: integer;
begin
if (SDL_SelectRenderer(FWindowID) = 0) then
begin
result := true;
Exit;
end;
if FRendererType = rtOpenGL then
begin
pFormat := ChoosePixelFormat(canvas.Handle, @pf);
if not SetPixelFormat(canvas.Handle, pFormat, @pf) then
outputDebugString(PChar(SysErrorMessage(GetLastError)));
if wglCreateContext(canvas.Handle) = 0 then
outputDebugString(PChar(SysErrorMessage(GetLastError)));
end;
if (SDL_CreateRenderer(FWindowID, SDL_RendererIndex(RENDERERS[FRendererType]), [sdlrPresentFlip3, sdlrAccelerated]) = 0) then
begin
SDL_ShowWindow(FWindowID);
assert(SDL_SetRenderDrawColor(0, 0, 0, 255) = 0);
FFlags := SDL_GetWindowFlags(FWindowID);
if assigned(FOnAvailable) then
FOnAvailable(self);
end
else outputDebugString(pChar(format('SDL_CreateRenderer failed: %s', [sdl_GetError])));
result := SDL_SelectRenderer(FWindowID) = 0;
end;
This is a critical issue. The Paint method gets called when the control receives a WM_PAINT message from Windows. I can't create the renderer before then, or it will fail and cause trouble. And when I do create it, it needs to be created with certain parameters. So imagine my surprise when I started debugging into the DLL and found that SDL_SelectRenderer was trying to be "helpful" by creating the renderer for me if it didn't already exist! Now not only does my initialization code not get called, I end up with the wrong renderer and so things don't render as expected when I try to use the window.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 24 Nov 2009 04:48:12 +0000 |
parents | 99210400e8b9 |
children | 83518f8fcd61 |
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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_config.h" /* SDL Nintendo DS video driver implementation * based on dummy driver: * Initial work by Ryan C. Gordon (icculus@icculus.org). A good portion * of this was cut-and-pasted from Stephane Peter's work in the AAlib * SDL video driver. Renamed to "DUMMY" by Sam Lantinga. */ #include <stdio.h> #include <stdlib.h> #include <nds.h> #include <nds/arm9/video.h> #include "SDL_video.h" #include "SDL_mouse.h" #include "../SDL_sysvideo.h" #include "../SDL_pixels_c.h" #include "../../events/SDL_events_c.h" #include "SDL_ndsvideo.h" #include "SDL_ndsevents_c.h" #include "SDL_ndsrender_c.h" #define NDSVID_DRIVER_NAME "nds" /* Initialization/Query functions */ static int NDS_VideoInit(_THIS); static int NDS_SetDisplayMode(_THIS, SDL_DisplayMode * mode); static void NDS_VideoQuit(_THIS); /* SDL NDS driver bootstrap functions */ static int NDS_Available(void) { return (1); /* always here */ } static void NDS_DeleteDevice(SDL_VideoDevice * device) { SDL_free(device); } static SDL_VideoDevice * NDS_CreateDevice(int devindex) { SDL_VideoDevice *device; /* Initialize all variables that we clean on shutdown */ device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice)); if (!device) { SDL_OutOfMemory(); if (device) { SDL_free(device); } return (0); } /* Set the function pointers */ device->VideoInit = NDS_VideoInit; device->VideoQuit = NDS_VideoQuit; device->SetDisplayMode = NDS_SetDisplayMode; device->PumpEvents = NDS_PumpEvents; device->num_displays = 2; /* DS = dual screens */ device->free = NDS_DeleteDevice; return device; } VideoBootStrap NDS_bootstrap = { NDSVID_DRIVER_NAME, "SDL NDS video driver", NDS_Available, NDS_CreateDevice }; int NDS_VideoInit(_THIS) { SDL_DisplayMode mode; int i; /* simple 256x192x16x60 for now */ mode.w = 256; mode.h = 192; mode.format = SDL_PIXELFORMAT_ABGR1555; mode.refresh_rate = 60; mode.driverdata = NULL; SDL_AddBasicVideoDisplay(&mode); SDL_AddRenderDriver(0, &NDS_RenderDriver); SDL_zero(mode); SDL_AddDisplayMode(0, &mode); powerON(POWER_ALL_2D); irqInit(); irqEnable(IRQ_VBLANK); NDS_SetDisplayMode(_this, &mode); return 0; } static int NDS_SetDisplayMode(_THIS, SDL_DisplayMode * mode) { /* right now this function is just hard-coded for 256x192 ABGR1555 */ videoSetMode(MODE_5_2D | DISPLAY_BG2_ACTIVE | DISPLAY_BG3_ACTIVE | DISPLAY_BG_EXT_PALETTE | DISPLAY_SPR_1D_LAYOUT | DISPLAY_SPR_1D_BMP | DISPLAY_SPR_1D_BMP_SIZE_256 | /* (try 128 if 256 is trouble.) */ DISPLAY_SPR_ACTIVE | DISPLAY_SPR_EXT_PALETTE); /* display on main core with lots of flags set for flexibility/capacity to render */ /* hopefully these cover all the various things we might need to do */ vramSetBankA(VRAM_A_MAIN_BG_0x06000000); vramSetBankB(VRAM_B_MAIN_BG_0x06020000); vramSetBankC(VRAM_C_SUB_BG_0x06200000); vramSetBankD(VRAM_D_MAIN_BG_0x06040000); /* not a typo. vram d can't sub */ vramSetBankE(VRAM_E_MAIN_SPRITE); vramSetBankF(VRAM_F_OBJ_EXT_PALETTE); vramSetBankG(VRAM_G_BG_EXT_PALETTE); vramSetBankH(VRAM_H_SUB_BG_EXT_PALETTE); vramSetBankI(VRAM_I_SUB_SPRITE); videoSetModeSub(MODE_0_2D | DISPLAY_BG0_ACTIVE); /* debug text on sub TODO: this will change when multi-head is introduced in render */ return 0; } void NDS_VideoQuit(_THIS) { videoSetMode(DISPLAY_SCREEN_OFF); videoSetModeSub(DISPLAY_SCREEN_OFF); vramSetMainBanks(VRAM_A_LCD, VRAM_B_LCD, VRAM_C_LCD, VRAM_D_LCD); vramSetBankE(VRAM_E_LCD); vramSetBankF(VRAM_F_LCD); vramSetBankG(VRAM_G_LCD); vramSetBankH(VRAM_H_LCD); vramSetBankI(VRAM_I_LCD); } /* vi: set ts=4 sw=4 expandtab: */