bdcbb8af4d
The SDL winsys was missing a few minor features, such as the implementation. This patch adds that in. Reviewed-by: Robert Bragg <robert@linux.intel.com>
286 lines
7.9 KiB
C
286 lines
7.9 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2011 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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* Authors:
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* Neil Roberts <neil@linux.intel.com>
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <SDL.h>
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#include "cogl-renderer-private.h"
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#include "cogl-display-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-swap-chain-private.h"
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#include "cogl-onscreen-template-private.h"
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#include "cogl-context-private.h"
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#include "cogl-onscreen-private.h"
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typedef struct _CoglRendererSdl
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{
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int stub;
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} CoglRendererSdl;
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typedef struct _CoglDisplaySdl
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{
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SDL_Surface *surface;
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gboolean has_onscreen;
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} CoglDisplaySdl;
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static CoglFuncPtr
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_cogl_winsys_renderer_get_proc_address (CoglRenderer *renderer,
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const char *name)
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{
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return SDL_GL_GetProcAddress (name);
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}
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static void
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_cogl_winsys_renderer_disconnect (CoglRenderer *renderer)
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{
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SDL_Quit ();
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g_slice_free (CoglRendererSdl, renderer->winsys);
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}
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static gboolean
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_cogl_winsys_renderer_connect (CoglRenderer *renderer,
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GError **error)
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{
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if (renderer->driver != COGL_DRIVER_GL)
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{
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g_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"The SDL winsys only supports the GL driver");
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return FALSE;
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}
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if (SDL_Init (SDL_INIT_VIDEO) == -1)
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{
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g_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"SDL_Init failed: %s",
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SDL_GetError ());
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return FALSE;
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}
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renderer->winsys = g_slice_new0 (CoglRendererSdl);
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return TRUE;
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}
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static void
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_cogl_winsys_display_destroy (CoglDisplay *display)
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{
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CoglDisplaySdl *sdl_display = display->winsys;
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_COGL_RETURN_IF_FAIL (sdl_display != NULL);
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/* No need to destroy the surface - it is freed by SDL_Quit */
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g_slice_free (CoglDisplaySdl, display->winsys);
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display->winsys = NULL;
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}
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static void
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set_gl_attribs_from_framebuffer_config (CoglFramebufferConfig *config)
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{
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SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 1);
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SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 1);
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SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, 1);
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SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 1);
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SDL_GL_SetAttribute (SDL_GL_STENCIL_SIZE,
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config->need_stencil ? 1 : 0);
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SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER,
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config->swap_chain->length > 1 ? 1 : 0);
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SDL_GL_SetAttribute (SDL_GL_ALPHA_SIZE,
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config->swap_chain->has_alpha ? 1 : 0);
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}
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static gboolean
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_cogl_winsys_display_setup (CoglDisplay *display,
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GError **error)
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{
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CoglDisplaySdl *sdl_display;
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_COGL_RETURN_VAL_IF_FAIL (display->winsys == NULL, FALSE);
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sdl_display = g_slice_new0 (CoglDisplaySdl);
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display->winsys = sdl_display;
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set_gl_attribs_from_framebuffer_config (&display->onscreen_template->config);
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/* There's no way to know what size the application will need until
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it creates the first onscreen but we need to set the video mode
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now so that we can get a GL context. We'll have to just guess at
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a size an resize it later */
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sdl_display->surface = SDL_SetVideoMode (640, 480, 0, SDL_OPENGL);
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if (sdl_display->surface == NULL)
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{
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g_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"SDL_SetVideoMode failed: %s",
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SDL_GetError ());
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goto error;
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}
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return TRUE;
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error:
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_cogl_winsys_display_destroy (display);
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return FALSE;
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}
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static gboolean
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_cogl_winsys_context_init (CoglContext *context, GError **error)
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{
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return _cogl_context_update_features (context, error);
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}
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static void
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_cogl_winsys_context_deinit (CoglContext *context)
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{
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}
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static void
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_cogl_winsys_onscreen_bind (CoglOnscreen *onscreen)
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{
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}
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static void
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_cogl_winsys_onscreen_deinit (CoglOnscreen *onscreen)
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{
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CoglContext *context = COGL_FRAMEBUFFER (onscreen)->context;
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CoglDisplay *display = context->display;
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CoglDisplaySdl *sdl_display = display->winsys;
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sdl_display->has_onscreen = FALSE;
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}
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static gboolean
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_cogl_winsys_onscreen_init (CoglOnscreen *onscreen,
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GError **error)
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{
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CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (onscreen);
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CoglContext *context = framebuffer->context;
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CoglDisplay *display = context->display;
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CoglDisplaySdl *sdl_display = display->winsys;
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int width, height;
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if (sdl_display->has_onscreen)
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{
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g_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_CREATE_ONSCREEN,
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"SDL winsys only supports a single onscreen window");
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return FALSE;
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}
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width = cogl_framebuffer_get_width (framebuffer);
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height = cogl_framebuffer_get_height (framebuffer);
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/* Try to update the video size using the onscreen size */
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if (width != sdl_display->surface->w ||
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height != sdl_display->surface->h)
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{
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sdl_display->surface = SDL_SetVideoMode (width, height, 0, SDL_OPENGL);
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if (sdl_display->surface == NULL)
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{
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g_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_CREATE_ONSCREEN,
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"SDL_SetVideoMode failed: %s",
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SDL_GetError ());
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return FALSE;
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}
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}
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_cogl_framebuffer_winsys_update_size (framebuffer,
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sdl_display->surface->w,
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sdl_display->surface->h);
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sdl_display->has_onscreen = TRUE;
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return TRUE;
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}
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static void
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_cogl_winsys_onscreen_swap_buffers (CoglOnscreen *onscreen)
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{
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SDL_GL_SwapBuffers ();
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}
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static void
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_cogl_winsys_onscreen_update_swap_throttled (CoglOnscreen *onscreen)
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{
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/* SDL doesn't appear to provide a way to set this */
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}
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static void
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_cogl_winsys_onscreen_set_visibility (CoglOnscreen *onscreen,
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gboolean visibility)
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{
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/* SDL doesn't appear to provide a way to set this */
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}
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const CoglWinsysVtable *
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_cogl_winsys_sdl_get_vtable (void)
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{
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static gboolean vtable_inited = FALSE;
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static CoglWinsysVtable vtable;
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/* It would be nice if we could use C99 struct initializers here
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like the GLX backend does. However this code is more likely to be
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compiled using Visual Studio which (still!) doesn't support them
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so we initialize it in code instead */
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if (!vtable_inited)
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{
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memset (&vtable, 0, sizeof (vtable));
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vtable.id = COGL_WINSYS_ID_SDL;
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vtable.name = "SDL";
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vtable.renderer_get_proc_address = _cogl_winsys_renderer_get_proc_address;
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vtable.renderer_connect = _cogl_winsys_renderer_connect;
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vtable.renderer_disconnect = _cogl_winsys_renderer_disconnect;
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vtable.display_setup = _cogl_winsys_display_setup;
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vtable.display_destroy = _cogl_winsys_display_destroy;
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vtable.context_init = _cogl_winsys_context_init;
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vtable.context_deinit = _cogl_winsys_context_deinit;
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vtable.onscreen_init = _cogl_winsys_onscreen_init;
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vtable.onscreen_deinit = _cogl_winsys_onscreen_deinit;
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vtable.onscreen_bind = _cogl_winsys_onscreen_bind;
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vtable.onscreen_swap_buffers = _cogl_winsys_onscreen_swap_buffers;
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vtable.onscreen_update_swap_throttled =
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_cogl_winsys_onscreen_update_swap_throttled;
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vtable.onscreen_set_visibility = _cogl_winsys_onscreen_set_visibility;
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vtable_inited = TRUE;
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}
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return &vtable;
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}
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