view src/video/pandora/SDL_pandora.h @ 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 494559cc723b
children f7b03b6838cb
line wrap: on
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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

    Open Pandora SDL driver
    Copyright (C) 2009 David Carré
    (cpasjuste@gmail.com)
*/

#ifndef __SDL_PANDORA_H__
#define __SDL_PANDORA_H__

#include <GLES/egl.h>

#include "SDL_config.h"
#include "../SDL_sysvideo.h"

typedef struct SDL_VideoData
{
    SDL_bool egl_initialized;   /* OpenGL ES device initialization status */
    EGLDisplay egl_display;     /* OpenGL ES display connection           */
    uint32_t egl_refcount;      /* OpenGL ES reference count              */
    uint32_t swapinterval;      /* OpenGL ES default swap interval        */

} SDL_VideoData;


typedef struct SDL_DisplayData
{

} SDL_DisplayData;


typedef struct SDL_WindowData
{
    SDL_bool uses_gles;         /* if true window must support OpenGL ES */

    EGLConfig gles_configs[32];
    EGLint gles_config;         /* OpenGL ES configuration index      */
    EGLContext gles_context;    /* OpenGL ES context                  */
    EGLint gles_attributes[256];        /* OpenGL ES attributes for context   */
    EGLSurface gles_surface;    /* OpenGL ES target rendering surface */

} SDL_WindowData;


/****************************************************************************/
/* SDL_VideoDevice functions declaration                                    */
/****************************************************************************/

/* Display and window functions */
int PND_videoinit(_THIS);
void PND_videoquit(_THIS);
void PND_getdisplaymodes(_THIS);
int PND_setdisplaymode(_THIS, SDL_DisplayMode * mode);
int PND_setdisplaypalette(_THIS, SDL_Palette * palette);
int PND_getdisplaypalette(_THIS, SDL_Palette * palette);
int PND_setdisplaygammaramp(_THIS, Uint16 * ramp);
int PND_getdisplaygammaramp(_THIS, Uint16 * ramp);
int PND_createwindow(_THIS, SDL_Window * window);
int PND_createwindowfrom(_THIS, SDL_Window * window, const void *data);
void PND_setwindowtitle(_THIS, SDL_Window * window);
void PND_setwindowicon(_THIS, SDL_Window * window, SDL_Surface * icon);
void PND_setwindowposition(_THIS, SDL_Window * window);
void PND_setwindowsize(_THIS, SDL_Window * window);
void PND_showwindow(_THIS, SDL_Window * window);
void PND_hidewindow(_THIS, SDL_Window * window);
void PND_raisewindow(_THIS, SDL_Window * window);
void PND_maximizewindow(_THIS, SDL_Window * window);
void PND_minimizewindow(_THIS, SDL_Window * window);
void PND_restorewindow(_THIS, SDL_Window * window);
void PND_setwindowgrab(_THIS, SDL_Window * window);
void PND_destroywindow(_THIS, SDL_Window * window);

/* Window manager function */
SDL_bool PND_getwindowwminfo(_THIS, SDL_Window * window,
                             struct SDL_SysWMinfo *info);

/* OpenGL/OpenGL ES functions */
int PND_gl_loadlibrary(_THIS, const char *path);
void *PND_gl_getprocaddres(_THIS, const char *proc);
void PND_gl_unloadlibrary(_THIS);
SDL_GLContext PND_gl_createcontext(_THIS, SDL_Window * window);
int PND_gl_makecurrent(_THIS, SDL_Window * window, SDL_GLContext context);
int PND_gl_setswapinterval(_THIS, int interval);
int PND_gl_getswapinterval(_THIS);
void PND_gl_swapwindow(_THIS, SDL_Window * window);
void PND_gl_deletecontext(_THIS, SDL_GLContext context);


#endif /* __SDL_PANDORA_H__ */

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