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kc3-lang/SDL/src/video/directfb/SDL_DirectFB_opengl.c

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  • Author : Sam Lantinga
    Date : 2022-01-03 09:40:00
    Hash : 120c76c8
    Message : Updated copyright for 2022

  • src/video/directfb/SDL_DirectFB_opengl.c
  • /*
      Simple DirectMedia Layer
      Copyright (C) 1997-2022 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_DIRECTFB
    
    #include "SDL_DirectFB_video.h"
    
    #if SDL_DIRECTFB_OPENGL
    
    #include "SDL_DirectFB_opengl.h"
    #include "SDL_DirectFB_window.h"
    
    #include <directfbgl.h>
    #include "SDL_loadso.h"
    #endif
    
    #if SDL_DIRECTFB_OPENGL
    
    struct SDL_GLDriverData
    {
        int gl_active;              /* to stop switching drivers while we have a valid context */
        int initialized;
        DirectFB_GLContext *firstgl;        /* linked list */
    
        /* OpenGL */
        void (*glFinish) (void);
        void (*glFlush) (void);
    };
    
    #define OPENGL_REQUIRS_DLOPEN
    #if defined(OPENGL_REQUIRS_DLOPEN) && defined(HAVE_DLOPEN)
    #include <dlfcn.h>
    #define GL_LoadObject(X)    dlopen(X, (RTLD_NOW|RTLD_GLOBAL))
    #define GL_LoadFunction     dlsym
    #define GL_UnloadObject     dlclose
    #else
    #define GL_LoadObject   SDL_LoadObject
    #define GL_LoadFunction SDL_LoadFunction
    #define GL_UnloadObject SDL_UnloadObject
    #endif
    
    static void DirectFB_GL_UnloadLibrary(_THIS);
    
    int
    DirectFB_GL_Initialize(_THIS)
    {
        if (_this->gl_data) {
            return 0;
        }
    
        _this->gl_data =
            (struct SDL_GLDriverData *) SDL_calloc(1,
                                                   sizeof(struct
                                                          SDL_GLDriverData));
        if (!_this->gl_data) {
            return SDL_OutOfMemory();
        }
        _this->gl_data->initialized = 0;
    
        ++_this->gl_data->initialized;
        _this->gl_data->firstgl = NULL;
    
        if (DirectFB_GL_LoadLibrary(_this, NULL) < 0) {
            return -1;
        }
    
        /* Initialize extensions */
        /* FIXME needed?
         * X11_GL_InitExtensions(_this);
         */
    
        return 0;
    }
    
    void
    DirectFB_GL_Shutdown(_THIS)
    {
        if (!_this->gl_data || (--_this->gl_data->initialized > 0)) {
            return;
        }
    
        DirectFB_GL_UnloadLibrary(_this);
    
        SDL_free(_this->gl_data);
        _this->gl_data = NULL;
    }
    
    int
    DirectFB_GL_LoadLibrary(_THIS, const char *path)
    {
        void *handle = NULL;
    
        SDL_DFB_DEBUG("Loadlibrary : %s\n", path);
    
        if (_this->gl_data->gl_active) {
            return SDL_SetError("OpenGL context already created");
        }
    
    
        if (path == NULL) {
            path = SDL_getenv("SDL_OPENGL_LIBRARY");
            if (path == NULL) {
                path = "libGL.so.1";
            }
        }
    
        handle = GL_LoadObject(path);
        if (handle == NULL) {
            SDL_DFB_ERR("Library not found: %s\n", path);
            /* SDL_LoadObject() will call SDL_SetError() for us. */
            return -1;
        }
    
        SDL_DFB_DEBUG("Loaded library: %s\n", path);
    
        _this->gl_config.dll_handle = handle;
        if (path) {
            SDL_strlcpy(_this->gl_config.driver_path, path,
                        SDL_arraysize(_this->gl_config.driver_path));
        } else {
            *_this->gl_config.driver_path = '\0';
        }
    
        _this->gl_data->glFinish = DirectFB_GL_GetProcAddress(_this, "glFinish");
        _this->gl_data->glFlush = DirectFB_GL_GetProcAddress(_this, "glFlush");
    
        return 0;
    }
    
    static void
    DirectFB_GL_UnloadLibrary(_THIS)
    {
     #if 0
        int ret = GL_UnloadObject(_this->gl_config.dll_handle);
        if (ret)
            SDL_DFB_ERR("Error #%d trying to unload library.\n", ret);
        _this->gl_config.dll_handle = NULL;
    #endif
        /* Free OpenGL memory */
        SDL_free(_this->gl_data);
        _this->gl_data = NULL;
    }
    
    void *
    DirectFB_GL_GetProcAddress(_THIS, const char *proc)
    {
        void *handle;
    
        handle = _this->gl_config.dll_handle;
        return GL_LoadFunction(handle, proc);
    }
    
    SDL_GLContext
    DirectFB_GL_CreateContext(_THIS, SDL_Window * window)
    {
        SDL_DFB_WINDOWDATA(window);
        DirectFB_GLContext *context;
    
        SDL_DFB_ALLOC_CLEAR(context, sizeof(DirectFB_GLContext));
    
        SDL_DFB_CHECKERR(windata->surface->GetGL(windata->surface,
                                                 &context->context));
    
        if (!context->context)
            return NULL;
    
        context->is_locked = 0;
        context->sdl_window = window;
    
        context->next = _this->gl_data->firstgl;
        _this->gl_data->firstgl = context;
    
        SDL_DFB_CHECK(context->context->Unlock(context->context));
    
        if (DirectFB_GL_MakeCurrent(_this, window, context) < 0) {
            DirectFB_GL_DeleteContext(_this, context);
            return NULL;
        }
    
        return context;
    
      error:
        return NULL;
    }
    
    int
    DirectFB_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context)
    {
        DirectFB_GLContext *ctx = (DirectFB_GLContext *) context;
        DirectFB_GLContext *p;
    
        for (p = _this->gl_data->firstgl; p; p = p->next)
        {
           if (p->is_locked) {
             SDL_DFB_CHECKERR(p->context->Unlock(p->context));
             p->is_locked = 0;
           }
    
        }
    
        if (ctx != NULL) {
            SDL_DFB_CHECKERR(ctx->context->Lock(ctx->context));
            ctx->is_locked = 1;
        }
    
        return 0;
      error:
        return -1;
    }
    
    int
    DirectFB_GL_SetSwapInterval(_THIS, int interval)
    {
        return SDL_Unsupported();
    }
    
    int
    DirectFB_GL_GetSwapInterval(_THIS)
    {
        return 0;
    }
    
    int
    DirectFB_GL_SwapWindow(_THIS, SDL_Window * window)
    {
        SDL_DFB_WINDOWDATA(window);
        DirectFB_GLContext *p;
    
    #if 0
        if (devdata->glFinish)
            devdata->glFinish();
        else if (devdata->glFlush)
            devdata->glFlush();
    #endif
    
        for (p = _this->gl_data->firstgl; p != NULL; p = p->next)
            if (p->sdl_window == window && p->is_locked)
            {
                SDL_DFB_CHECKERR(p->context->Unlock(p->context));
                p->is_locked = 0;
            }
    
        SDL_DFB_CHECKERR(windata->window_surface->Flip(windata->window_surface,NULL,  DSFLIP_PIPELINE |DSFLIP_BLIT | DSFLIP_ONSYNC ));
        return 0;
      error:
        return -1;
    }
    
    void
    DirectFB_GL_DeleteContext(_THIS, SDL_GLContext context)
    {
        DirectFB_GLContext *ctx = (DirectFB_GLContext *) context;
        DirectFB_GLContext *p;
    
        if (ctx->is_locked)
            SDL_DFB_CHECK(ctx->context->Unlock(ctx->context));
        SDL_DFB_RELEASE(ctx->context);
    
        for (p = _this->gl_data->firstgl; p && p->next != ctx; p = p->next)
            ;
        if (p)
            p->next = ctx->next;
        else
            _this->gl_data->firstgl = ctx->next;
    
        SDL_DFB_FREE(ctx);
    }
    
    void
    DirectFB_GL_FreeWindowContexts(_THIS, SDL_Window * window)
    {
        DirectFB_GLContext *p;
    
        for (p = _this->gl_data->firstgl; p != NULL; p = p->next)
            if (p->sdl_window == window)
            {
                if (p->is_locked)
                    SDL_DFB_CHECK(p->context->Unlock(p->context));
                SDL_DFB_RELEASE(p->context);
            }
    }
    
    void
    DirectFB_GL_ReAllocWindowContexts(_THIS, SDL_Window * window)
    {
        DirectFB_GLContext *p;
    
        for (p = _this->gl_data->firstgl; p != NULL; p = p->next)
            if (p->sdl_window == window)
            {
                SDL_DFB_WINDOWDATA(window);
                SDL_DFB_CHECK(windata->surface->GetGL(windata->surface,
                                                 &p->context));
                if (p->is_locked)
                    SDL_DFB_CHECK(p->context->Lock(p->context));
                }
    }
    
    void
    DirectFB_GL_DestroyWindowContexts(_THIS, SDL_Window * window)
    {
        DirectFB_GLContext *p;
    
        for (p = _this->gl_data->firstgl; p != NULL; p = p->next)
            if (p->sdl_window == window)
                DirectFB_GL_DeleteContext(_this, p);
    }
    
    #endif
    
    #endif /* SDL_VIDEO_DRIVER_DIRECTFB */
    
    /* vi: set ts=4 sw=4 expandtab: */