view src/video/uikit/SDL_uikitopengles.m @ 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 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;
}