mutter/cogl/winsys/cogl-winsys-sdl.c

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/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2011 Intel Corporation.
*
* 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 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, see <http://www.gnu.org/licenses/>.
*
*
* Authors:
* Neil Roberts <neil@linux.intel.com>
*/
Intial Re-layout of the Cogl source code and introduction of a Cogl Winsys As part of an incremental process to have Cogl be a standalone project we want to re-consider how we organise the Cogl source code. Currently this is the structure I'm aiming for: cogl/ cogl/ <put common source here> winsys/ cogl-glx.c cogl-wgl.c driver/ gl/ gles/ os/ ? utils/ cogl-fixed cogl-matrix-stack? cogl-journal? cogl-primitives? pango/ The new winsys component is a starting point for migrating window system code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl. The utils/ and pango/ directories aren't added by this commit, but they are noted because I plan to add them soon. Overview of the planned structure: * The winsys/ API is the API that binds OpenGL to a specific window system, be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic under clutter/{glx,osx,win32 etc} should migrate here. * Note there is also the idea of a winsys-base that may represent a window system for which there are multiple winsys APIs. An example of this is x11, since glx and egl may both be used with x11. (currently only Clutter has the idea of a winsys-base) * The driver/ represents a specific varient of OpenGL. Currently we have "gl" representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing GLES 1.1 (fixed funciton) and 2.0 (fully shader based) * Everything under cogl/ should fundamentally be supporting access to the GPU. Essentially Cogl's most basic requirement is to provide a nice GPU Graphics API and drawing a line between this and the utility functionality we add to support Clutter should help keep this lean and maintainable. * Code under utils/ as suggested builds on cogl/ adding more convenient APIs or mechanism to optimize special cases. Broadly speaking you can compare cogl/ to OpenGL and utils/ to GLU. * clutter/pango will be moved to clutter/cogl/pango How some of the internal configure.ac/pkg-config terminology has changed: backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11" backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la" clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx" CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS clutterbackendlib -> CLUTTER_WINSYS_LIB CLUTTER_COGL -> COGL_DRIVER # e.g. "gl" Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps As the first thing to take advantage of the new winsys component in Cogl; cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into cogl/common/cogl.c and this common implementation first trys _cogl_winsys_get_proc_address() but if that fails then it falls back to gmodule.
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#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <SDL.h>
Intial Re-layout of the Cogl source code and introduction of a Cogl Winsys As part of an incremental process to have Cogl be a standalone project we want to re-consider how we organise the Cogl source code. Currently this is the structure I'm aiming for: cogl/ cogl/ <put common source here> winsys/ cogl-glx.c cogl-wgl.c driver/ gl/ gles/ os/ ? utils/ cogl-fixed cogl-matrix-stack? cogl-journal? cogl-primitives? pango/ The new winsys component is a starting point for migrating window system code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl. The utils/ and pango/ directories aren't added by this commit, but they are noted because I plan to add them soon. Overview of the planned structure: * The winsys/ API is the API that binds OpenGL to a specific window system, be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic under clutter/{glx,osx,win32 etc} should migrate here. * Note there is also the idea of a winsys-base that may represent a window system for which there are multiple winsys APIs. An example of this is x11, since glx and egl may both be used with x11. (currently only Clutter has the idea of a winsys-base) * The driver/ represents a specific varient of OpenGL. Currently we have "gl" representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing GLES 1.1 (fixed funciton) and 2.0 (fully shader based) * Everything under cogl/ should fundamentally be supporting access to the GPU. Essentially Cogl's most basic requirement is to provide a nice GPU Graphics API and drawing a line between this and the utility functionality we add to support Clutter should help keep this lean and maintainable. * Code under utils/ as suggested builds on cogl/ adding more convenient APIs or mechanism to optimize special cases. Broadly speaking you can compare cogl/ to OpenGL and utils/ to GLU. * clutter/pango will be moved to clutter/cogl/pango How some of the internal configure.ac/pkg-config terminology has changed: backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11" backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la" clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx" CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS clutterbackendlib -> CLUTTER_WINSYS_LIB CLUTTER_COGL -> COGL_DRIVER # e.g. "gl" Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps As the first thing to take advantage of the new winsys component in Cogl; cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into cogl/common/cogl.c and this common implementation first trys _cogl_winsys_get_proc_address() but if that fails then it falls back to gmodule.
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#include "cogl-renderer-private.h"
#include "cogl-display-private.h"
#include "cogl-framebuffer-private.h"
#include "cogl-swap-chain-private.h"
#include "cogl-onscreen-template-private.h"
#include "cogl-context-private.h"
#include "cogl-onscreen-private.h"
typedef struct _CoglRendererSdl
{
int stub;
} CoglRendererSdl;
typedef struct _CoglDisplaySdl
{
SDL_Surface *surface;
gboolean has_onscreen;
} CoglDisplaySdl;
static CoglFuncPtr
_cogl_winsys_renderer_get_proc_address (CoglRenderer *renderer,
const char *name)
{
return SDL_GL_GetProcAddress (name);
}
static void
_cogl_winsys_renderer_disconnect (CoglRenderer *renderer)
{
SDL_Quit ();
g_slice_free (CoglRendererSdl, renderer->winsys);
}
static gboolean
_cogl_winsys_renderer_connect (CoglRenderer *renderer,
GError **error)
{
if (renderer->driver != COGL_DRIVER_GL)
{
g_set_error (error, COGL_WINSYS_ERROR,
COGL_WINSYS_ERROR_INIT,
"The SDL winsys only supports the GL driver");
return FALSE;
}
if (SDL_Init (SDL_INIT_VIDEO) == -1)
{
g_set_error (error, COGL_WINSYS_ERROR,
COGL_WINSYS_ERROR_INIT,
"SDL_Init failed: %s",
SDL_GetError ());
return FALSE;
}
renderer->winsys = g_slice_new0 (CoglRendererSdl);
return TRUE;
}
static void
_cogl_winsys_display_destroy (CoglDisplay *display)
{
CoglDisplaySdl *sdl_display = display->winsys;
_COGL_RETURN_IF_FAIL (sdl_display != NULL);
/* No need to destroy the surface - it is freed by SDL_Quit */
g_slice_free (CoglDisplaySdl, display->winsys);
display->winsys = NULL;
}
static void
set_gl_attribs_from_framebuffer_config (CoglFramebufferConfig *config)
{
SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 1);
SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 1);
SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, 1);
SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 1);
SDL_GL_SetAttribute (SDL_GL_STENCIL_SIZE,
config->need_stencil ? 1 : 0);
SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER,
config->swap_chain->length > 1 ? 1 : 0);
SDL_GL_SetAttribute (SDL_GL_ALPHA_SIZE,
config->swap_chain->has_alpha ? 1 : 0);
}
static gboolean
_cogl_winsys_display_setup (CoglDisplay *display,
GError **error)
{
CoglDisplaySdl *sdl_display;
_COGL_RETURN_VAL_IF_FAIL (display->winsys == NULL, FALSE);
sdl_display = g_slice_new0 (CoglDisplaySdl);
display->winsys = sdl_display;
set_gl_attribs_from_framebuffer_config (&display->onscreen_template->config);
/* There's no way to know what size the application will need until
it creates the first onscreen but we need to set the video mode
now so that we can get a GL context. We'll have to just guess at
a size an resize it later */
sdl_display->surface = SDL_SetVideoMode (640, 480, 0, SDL_OPENGL);
if (sdl_display->surface == NULL)
{
g_set_error (error, COGL_WINSYS_ERROR,
COGL_WINSYS_ERROR_INIT,
"SDL_SetVideoMode failed: %s",
SDL_GetError ());
goto error;
}
return TRUE;
error:
_cogl_winsys_display_destroy (display);
return FALSE;
}
static gboolean
_cogl_winsys_context_init (CoglContext *context, GError **error)
{
return _cogl_context_update_features (context, error);
}
static void
_cogl_winsys_context_deinit (CoglContext *context)
{
}
static void
_cogl_winsys_onscreen_bind (CoglOnscreen *onscreen)
{
}
static void
_cogl_winsys_onscreen_deinit (CoglOnscreen *onscreen)
{
CoglContext *context = COGL_FRAMEBUFFER (onscreen)->context;
CoglDisplay *display = context->display;
CoglDisplaySdl *sdl_display = display->winsys;
sdl_display->has_onscreen = FALSE;
}
static gboolean
_cogl_winsys_onscreen_init (CoglOnscreen *onscreen,
GError **error)
{
CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (onscreen);
CoglContext *context = framebuffer->context;
CoglDisplay *display = context->display;
CoglDisplaySdl *sdl_display = display->winsys;
int width, height;
if (sdl_display->has_onscreen)
{
g_set_error (error, COGL_WINSYS_ERROR,
COGL_WINSYS_ERROR_CREATE_ONSCREEN,
"SDL winsys only supports a single onscreen window");
return FALSE;
}
width = cogl_framebuffer_get_width (framebuffer);
height = cogl_framebuffer_get_height (framebuffer);
/* Try to update the video size using the onscreen size */
if (width != sdl_display->surface->w ||
height != sdl_display->surface->h)
{
sdl_display->surface = SDL_SetVideoMode (width, height, 0, SDL_OPENGL);
if (sdl_display->surface == NULL)
{
g_set_error (error, COGL_WINSYS_ERROR,
COGL_WINSYS_ERROR_CREATE_ONSCREEN,
"SDL_SetVideoMode failed: %s",
SDL_GetError ());
return FALSE;
}
}
_cogl_framebuffer_winsys_update_size (framebuffer,
sdl_display->surface->w,
sdl_display->surface->h);
sdl_display->has_onscreen = TRUE;
return TRUE;
}
static void
_cogl_winsys_onscreen_swap_buffers (CoglOnscreen *onscreen)
Intial Re-layout of the Cogl source code and introduction of a Cogl Winsys As part of an incremental process to have Cogl be a standalone project we want to re-consider how we organise the Cogl source code. Currently this is the structure I'm aiming for: cogl/ cogl/ <put common source here> winsys/ cogl-glx.c cogl-wgl.c driver/ gl/ gles/ os/ ? utils/ cogl-fixed cogl-matrix-stack? cogl-journal? cogl-primitives? pango/ The new winsys component is a starting point for migrating window system code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl. The utils/ and pango/ directories aren't added by this commit, but they are noted because I plan to add them soon. Overview of the planned structure: * The winsys/ API is the API that binds OpenGL to a specific window system, be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic under clutter/{glx,osx,win32 etc} should migrate here. * Note there is also the idea of a winsys-base that may represent a window system for which there are multiple winsys APIs. An example of this is x11, since glx and egl may both be used with x11. (currently only Clutter has the idea of a winsys-base) * The driver/ represents a specific varient of OpenGL. Currently we have "gl" representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing GLES 1.1 (fixed funciton) and 2.0 (fully shader based) * Everything under cogl/ should fundamentally be supporting access to the GPU. Essentially Cogl's most basic requirement is to provide a nice GPU Graphics API and drawing a line between this and the utility functionality we add to support Clutter should help keep this lean and maintainable. * Code under utils/ as suggested builds on cogl/ adding more convenient APIs or mechanism to optimize special cases. Broadly speaking you can compare cogl/ to OpenGL and utils/ to GLU. * clutter/pango will be moved to clutter/cogl/pango How some of the internal configure.ac/pkg-config terminology has changed: backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11" backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la" clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx" CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS clutterbackendlib -> CLUTTER_WINSYS_LIB CLUTTER_COGL -> COGL_DRIVER # e.g. "gl" Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps As the first thing to take advantage of the new winsys component in Cogl; cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into cogl/common/cogl.c and this common implementation first trys _cogl_winsys_get_proc_address() but if that fails then it falls back to gmodule.
2009-07-28 01:02:02 +00:00
{
SDL_GL_SwapBuffers ();
Intial Re-layout of the Cogl source code and introduction of a Cogl Winsys As part of an incremental process to have Cogl be a standalone project we want to re-consider how we organise the Cogl source code. Currently this is the structure I'm aiming for: cogl/ cogl/ <put common source here> winsys/ cogl-glx.c cogl-wgl.c driver/ gl/ gles/ os/ ? utils/ cogl-fixed cogl-matrix-stack? cogl-journal? cogl-primitives? pango/ The new winsys component is a starting point for migrating window system code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl. The utils/ and pango/ directories aren't added by this commit, but they are noted because I plan to add them soon. Overview of the planned structure: * The winsys/ API is the API that binds OpenGL to a specific window system, be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic under clutter/{glx,osx,win32 etc} should migrate here. * Note there is also the idea of a winsys-base that may represent a window system for which there are multiple winsys APIs. An example of this is x11, since glx and egl may both be used with x11. (currently only Clutter has the idea of a winsys-base) * The driver/ represents a specific varient of OpenGL. Currently we have "gl" representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing GLES 1.1 (fixed funciton) and 2.0 (fully shader based) * Everything under cogl/ should fundamentally be supporting access to the GPU. Essentially Cogl's most basic requirement is to provide a nice GPU Graphics API and drawing a line between this and the utility functionality we add to support Clutter should help keep this lean and maintainable. * Code under utils/ as suggested builds on cogl/ adding more convenient APIs or mechanism to optimize special cases. Broadly speaking you can compare cogl/ to OpenGL and utils/ to GLU. * clutter/pango will be moved to clutter/cogl/pango How some of the internal configure.ac/pkg-config terminology has changed: backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11" backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la" clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx" CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS clutterbackendlib -> CLUTTER_WINSYS_LIB CLUTTER_COGL -> COGL_DRIVER # e.g. "gl" Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps As the first thing to take advantage of the new winsys component in Cogl; cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into cogl/common/cogl.c and this common implementation first trys _cogl_winsys_get_proc_address() but if that fails then it falls back to gmodule.
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}
static void
_cogl_winsys_onscreen_update_swap_throttled (CoglOnscreen *onscreen)
{
/* SDL doesn't appear to provide a way to set this */
}
static void
_cogl_winsys_onscreen_set_visibility (CoglOnscreen *onscreen,
gboolean visibility)
{
/* SDL doesn't appear to provide a way to set this */
}
const CoglWinsysVtable *
_cogl_winsys_sdl_get_vtable (void)
{
static gboolean vtable_inited = FALSE;
static CoglWinsysVtable vtable;
/* It would be nice if we could use C99 struct initializers here
like the GLX backend does. However this code is more likely to be
compiled using Visual Studio which (still!) doesn't support them
so we initialize it in code instead */
if (!vtable_inited)
{
memset (&vtable, 0, sizeof (vtable));
vtable.id = COGL_WINSYS_ID_SDL;
vtable.name = "SDL";
vtable.renderer_get_proc_address = _cogl_winsys_renderer_get_proc_address;
vtable.renderer_connect = _cogl_winsys_renderer_connect;
vtable.renderer_disconnect = _cogl_winsys_renderer_disconnect;
vtable.display_setup = _cogl_winsys_display_setup;
vtable.display_destroy = _cogl_winsys_display_destroy;
vtable.context_init = _cogl_winsys_context_init;
vtable.context_deinit = _cogl_winsys_context_deinit;
vtable.onscreen_init = _cogl_winsys_onscreen_init;
vtable.onscreen_deinit = _cogl_winsys_onscreen_deinit;
vtable.onscreen_bind = _cogl_winsys_onscreen_bind;
vtable.onscreen_swap_buffers = _cogl_winsys_onscreen_swap_buffers;
vtable.onscreen_update_swap_throttled =
_cogl_winsys_onscreen_update_swap_throttled;
vtable.onscreen_set_visibility = _cogl_winsys_onscreen_set_visibility;
vtable_inited = TRUE;
}
return &vtable;
}