1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117
/*
Simple DirectMedia Layer
Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_DRIVER_EMSCRIPTEN && SDL_VIDEO_OPENGL_EGL
#include <emscripten/emscripten.h>
#include <GLES2/gl2.h>
#include "SDL_emscriptenvideo.h"
#include "SDL_emscriptenopengles.h"
#define LOAD_FUNC(NAME) _this->egl_data->NAME = NAME;
/* EGL implementation of SDL OpenGL support */
int
Emscripten_GLES_LoadLibrary(_THIS, const char *path) {
/*we can't load EGL dynamically*/
_this->egl_data = (struct SDL_EGL_VideoData *) SDL_calloc(1, sizeof(SDL_EGL_VideoData));
if (!_this->egl_data) {
return SDL_OutOfMemory();
}
LOAD_FUNC(eglGetDisplay);
LOAD_FUNC(eglInitialize);
LOAD_FUNC(eglTerminate);
LOAD_FUNC(eglGetProcAddress);
LOAD_FUNC(eglChooseConfig);
LOAD_FUNC(eglGetConfigAttrib);
LOAD_FUNC(eglCreateContext);
LOAD_FUNC(eglDestroyContext);
LOAD_FUNC(eglCreateWindowSurface);
LOAD_FUNC(eglDestroySurface);
LOAD_FUNC(eglMakeCurrent);
LOAD_FUNC(eglSwapBuffers);
LOAD_FUNC(eglSwapInterval);
LOAD_FUNC(eglWaitNative);
LOAD_FUNC(eglWaitGL);
LOAD_FUNC(eglBindAPI);
_this->egl_data->egl_display = _this->egl_data->eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (!_this->egl_data->egl_display) {
return SDL_SetError("Could not get EGL display");
}
if (_this->egl_data->eglInitialize(_this->egl_data->egl_display, NULL, NULL) != EGL_TRUE) {
return SDL_SetError("Could not initialize EGL");
}
_this->gl_config.driver_loaded = 1;
if (path) {
SDL_strlcpy(_this->gl_config.driver_path, path, sizeof(_this->gl_config.driver_path) - 1);
} else {
*_this->gl_config.driver_path = '\0';
}
return 0;
}
void
Emscripten_GLES_DeleteContext(_THIS, SDL_GLContext context)
{
/*
WebGL contexts can't actually be deleted, so we need to reset it.
ES2 renderer resets state on init anyway, clearing the canvas should be enough
*/
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
SDL_EGL_DeleteContext(_this, context);
}
SDL_EGL_CreateContext_impl(Emscripten)
SDL_EGL_SwapWindow_impl(Emscripten)
SDL_EGL_MakeCurrent_impl(Emscripten)
void
Emscripten_GLES_GetDrawableSize(_THIS, SDL_Window * window, int * w, int * h)
{
SDL_WindowData *data;
if (window->driverdata) {
data = (SDL_WindowData *) window->driverdata;
if (w) {
*w = window->w * data->pixel_ratio;
}
if (h) {
*h = window->h * data->pixel_ratio;
}
}
}
#endif /* SDL_VIDEO_DRIVER_EMSCRIPTEN && SDL_VIDEO_OPENGL_EGL */
/* vi: set ts=4 sw=4 expandtab: */