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kc3-lang/SDL/src/video/windows/SDL_windowsopengles.c

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  • Author : Pierre-Loup A. Griffais
    Date : 2014-09-11 19:24:42
    Hash : 24c86b55
    Message : [X11] Reconcile logical keyboard state with physical state on FocusIn since the window system doesn't do it for us like other platforms. This prevents sticky keys and missed keys when going in and out of focus, for example Alt would appear to stick if switching away from an SDL app with Alt-Tab and had to be pressed again. CR: Sam

  • src/video/windows/SDL_windowsopengles.c
  • /*
      Simple DirectMedia Layer
      Copyright (C) 1997-2014 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_WINDOWS && SDL_VIDEO_OPENGL_EGL
    
    #include "SDL_windowsvideo.h"
    #include "SDL_windowsopengles.h"
    #include "SDL_windowsopengl.h"
    #include "SDL_log.h"
    
    /* EGL implementation of SDL OpenGL support */
    
    int
    WIN_GLES_LoadLibrary(_THIS, const char *path) {
    
        /* If the profile requested is not GL ES, switch over to WIN_GL functions  */
        if (_this->gl_config.profile_mask != SDL_GL_CONTEXT_PROFILE_ES) {
    #if SDL_VIDEO_OPENGL_WGL
            WIN_GLES_UnloadLibrary(_this);
            _this->GL_LoadLibrary = WIN_GL_LoadLibrary;
            _this->GL_GetProcAddress = WIN_GL_GetProcAddress;
            _this->GL_UnloadLibrary = WIN_GL_UnloadLibrary;
            _this->GL_CreateContext = WIN_GL_CreateContext;
            _this->GL_MakeCurrent = WIN_GL_MakeCurrent;
            _this->GL_SetSwapInterval = WIN_GL_SetSwapInterval;
            _this->GL_GetSwapInterval = WIN_GL_GetSwapInterval;
            _this->GL_SwapWindow = WIN_GL_SwapWindow;
            _this->GL_DeleteContext = WIN_GL_DeleteContext;
            return WIN_GL_LoadLibrary(_this, path);
    #else
            return SDL_SetError("SDL not configured with OpenGL/WGL support");
    #endif
        }
        
        if (_this->egl_data == NULL) {
            return SDL_EGL_LoadLibrary(_this, NULL, EGL_DEFAULT_DISPLAY);
        }
    
        return 0;
    }
    
    SDL_GLContext
    WIN_GLES_CreateContext(_THIS, SDL_Window * window)
    {
        SDL_GLContext context;
        SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
    
    #if SDL_VIDEO_OPENGL_WGL
        if (_this->gl_config.profile_mask != SDL_GL_CONTEXT_PROFILE_ES) {
            /* Switch to WGL based functions */
            WIN_GLES_UnloadLibrary(_this);
            _this->GL_LoadLibrary = WIN_GL_LoadLibrary;
            _this->GL_GetProcAddress = WIN_GL_GetProcAddress;
            _this->GL_UnloadLibrary = WIN_GL_UnloadLibrary;
            _this->GL_CreateContext = WIN_GL_CreateContext;
            _this->GL_MakeCurrent = WIN_GL_MakeCurrent;
            _this->GL_SetSwapInterval = WIN_GL_SetSwapInterval;
            _this->GL_GetSwapInterval = WIN_GL_GetSwapInterval;
            _this->GL_SwapWindow = WIN_GL_SwapWindow;
            _this->GL_DeleteContext = WIN_GL_DeleteContext;
    
            if (WIN_GL_LoadLibrary(_this, NULL) != 0) {
                return NULL;
            }
    
            return WIN_GL_CreateContext(_this, window);
        }
    #endif
    
        context = SDL_EGL_CreateContext(_this, data->egl_surface);
        return context;
    }
    
    void
    WIN_GLES_DeleteContext(_THIS, SDL_GLContext context)
    {
        SDL_EGL_DeleteContext(_this, context);
        WIN_GLES_UnloadLibrary(_this);
    }
    
    SDL_EGL_SwapWindow_impl(WIN)
    SDL_EGL_MakeCurrent_impl(WIN)
    
    int
    WIN_GLES_SetupWindow(_THIS, SDL_Window * window)
    {
        /* The current context is lost in here; save it and reset it. */
        SDL_WindowData *windowdata = (SDL_WindowData *) window->driverdata;
        SDL_Window *current_win = SDL_GL_GetCurrentWindow();
        SDL_GLContext current_ctx = SDL_GL_GetCurrentContext();
    
    
        if (_this->egl_data == NULL) {
            if (SDL_EGL_LoadLibrary(_this, NULL, EGL_DEFAULT_DISPLAY) < 0) {
                return -1;
            }
        }
      
        /* Create the GLES window surface */
        windowdata->egl_surface = SDL_EGL_CreateSurface(_this, (NativeWindowType)windowdata->hwnd);
    
        if (windowdata->egl_surface == EGL_NO_SURFACE) {
            return SDL_SetError("Could not create GLES window surface");
        }
    
        return WIN_GLES_MakeCurrent(_this, current_win, current_ctx);    
    }
    
    int
    WIN_GLES_SetSwapInterval(_THIS, int interval)
    {
        /* FIXME: This should call SDL_EGL_SetSwapInterval, but ANGLE has a bug that prevents this
         * from working if we do (the window contents freeze and don't swap properly). So, we ignore
         * the request for now.
         */
        SDL_Log("WARNING: Ignoring SDL_GL_SetSwapInterval call due to ANGLE bug");
        return 0;
    }
    
    #endif /* SDL_VIDEO_DRIVER_WINDOWS && SDL_VIDEO_OPENGL_EGL */
    
    /* vi: set ts=4 sw=4 expandtab: */