Mercurial > sdl-ios-xcode
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
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 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__ */ /* vi: set ts=4 sw=4 expandtab: */