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a0441778ad
Since the Cogl 1.18 branch is actively maintained in parallel with the
master branch; this is a counter part to commit 1b83ef938fc16b which
re-licensed the master branch to use the MIT license.
This re-licensing is a follow up to the proposal that was sent to the
Cogl mailing list:
http://lists.freedesktop.org/archives/cogl/2013-December/001465.html
Note: there was a copyright assignment policy in place for Clutter (and
therefore Cogl which was part of Clutter at the time) until the 11th of
June 2010 and so we only checked the details after that point (commit
0bbf50f905
)
For each file, authors were identified via this Git command:
$ git blame -p -C -C -C20 -M -M10 0bbf50f905..HEAD
We received blanket approvals for re-licensing all Red Hat and Collabora
contributions which reduced how many people needed to be contacted
individually:
- http://lists.freedesktop.org/archives/cogl/2013-December/001470.html
- http://lists.freedesktop.org/archives/cogl/2014-January/001536.html
Individual approval requests were sent to all the other identified authors
who all confirmed the re-license on the Cogl mailinglist:
http://lists.freedesktop.org/archives/cogl/2014-January
As well as updating the copyright header in all sources files, the
COPYING file has been updated to reflect the license change and also
document the other licenses used in Cogl such as the SGI Free Software
License B, version 2.0 and the 3-clause BSD license.
This patch was not simply cherry-picked from master; but the same
methodology was used to check the source files.
627 lines
19 KiB
C
627 lines
19 KiB
C
/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2011, 2012, 2013 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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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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#include "cogl-winsys-sdl-private.h"
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#include "cogl-error-private.h"
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#include "cogl-poll-private.h"
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#include "cogl-sdl.h"
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typedef struct _CoglContextSdl2
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{
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SDL_Window *current_window;
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} CoglContextSdl2;
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typedef struct _CoglRendererSdl2
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{
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CoglClosure *resize_notify_idle;
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} CoglRendererSdl2;
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typedef struct _CoglDisplaySdl2
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{
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SDL_Window *dummy_window;
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SDL_GLContext *context;
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} CoglDisplaySdl2;
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typedef struct _CoglOnscreenSdl2
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{
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SDL_Window *window;
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CoglBool pending_resize_notify;
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} CoglOnscreenSdl2;
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/* The key used to store a pointer to the CoglOnscreen in an
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* SDL_Window */
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#define COGL_SDL_WINDOW_DATA_KEY "cogl-onscreen"
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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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CoglBool in_core)
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{
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/* XXX: It's not totally clear whether it's safe to call this for
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* core functions. From the code it looks like the implementations
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* will fall back to using some form of dlsym if the winsys
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* GetProcAddress function returns NULL. Presumably this will work
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* in most cases apart from EGL platforms that return invalid
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* pointers for core functions. It's awkward for this code to get a
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* handle to the GL module that SDL has chosen to load so just
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* calling SDL_GL_GetProcAddress is probably the best we can do
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* here. */
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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_VideoQuit ();
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g_slice_free (CoglRendererSdl2, renderer->winsys);
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}
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static CoglBool
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_cogl_winsys_renderer_connect (CoglRenderer *renderer,
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CoglError **error)
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{
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if (SDL_VideoInit (NULL) < 0)
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{
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_cogl_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 (CoglRendererSdl2);
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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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CoglDisplaySdl2 *sdl_display = display->winsys;
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_COGL_RETURN_IF_FAIL (sdl_display != NULL);
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if (sdl_display->context)
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SDL_GL_DeleteContext (sdl_display->context);
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if (sdl_display->dummy_window)
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SDL_DestroyWindow (sdl_display->dummy_window);
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g_slice_free (CoglDisplaySdl2, 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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if (config->swap_chain->length >= 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 CoglBool
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_cogl_winsys_display_setup (CoglDisplay *display,
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CoglError **error)
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{
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CoglDisplaySdl2 *sdl_display;
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const char * (* get_string_func) (GLenum name);
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const char *gl_version;
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_COGL_RETURN_VAL_IF_FAIL (display->winsys == NULL, FALSE);
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sdl_display = g_slice_new0 (CoglDisplaySdl2);
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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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if (display->renderer->driver == COGL_DRIVER_GLES1)
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SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 1);
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else if (display->renderer->driver == COGL_DRIVER_GLES2)
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SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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else if (display->renderer->driver == COGL_DRIVER_GL3)
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{
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SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute (SDL_GL_CONTEXT_PROFILE_MASK,
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SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute (SDL_GL_CONTEXT_FLAGS,
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SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
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}
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/* Create a dummy 1x1 window that never gets display so that we can
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* create a GL context */
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sdl_display->dummy_window = SDL_CreateWindow ("",
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0, 0, /* x/y */
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1, 1, /* w/h */
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SDL_WINDOW_OPENGL |
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SDL_WINDOW_HIDDEN);
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if (sdl_display->dummy_window == NULL)
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{
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"SDL_CreateWindow failed: %s",
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SDL_GetError ());
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goto error;
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}
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sdl_display->context = SDL_GL_CreateContext (sdl_display->dummy_window);
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if (sdl_display->context == NULL)
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{
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"SDL_GL_CreateContext failed: %s",
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SDL_GetError ());
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goto error;
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}
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/* SDL doesn't seem to provide a way to select between GL and GLES
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* and instead it will just pick one itself. We can at least try to
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* verify that it picked the one we were expecting by looking at the
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* GL version string */
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get_string_func = SDL_GL_GetProcAddress ("glGetString");
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gl_version = get_string_func (GL_VERSION);
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switch (display->renderer->driver)
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{
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case COGL_DRIVER_GL:
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case COGL_DRIVER_GL3:
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/* The first character of the version string will be a digit if
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* it's normal GL */
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if (!g_ascii_isdigit (gl_version[0]))
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{
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"The GL driver was requested but SDL is using GLES");
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goto error;
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}
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if (display->renderer->driver == COGL_DRIVER_GL3 &&
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gl_version[0] < '3')
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{
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"The GL3 driver was requested but SDL is using "
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"GL %c", gl_version[0]);
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goto error;
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}
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break;
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case COGL_DRIVER_GLES2:
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if (!g_str_has_prefix (gl_version, "OpenGL ES 2"))
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{
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"The GLES2 driver was requested but SDL is "
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"not using GLES2");
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goto error;
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}
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break;
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case COGL_DRIVER_GLES1:
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if (!g_str_has_prefix (gl_version, "OpenGL ES 1"))
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{
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"The GLES1 driver was requested but SDL is "
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"not using GLES1");
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goto error;
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}
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break;
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default:
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g_assert_not_reached ();
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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 void
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flush_pending_notifications_cb (void *data,
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void *user_data)
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{
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CoglFramebuffer *framebuffer = data;
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if (framebuffer->type == COGL_FRAMEBUFFER_TYPE_ONSCREEN)
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{
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CoglOnscreen *onscreen = COGL_ONSCREEN (framebuffer);
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CoglOnscreenSdl2 *sdl_onscreen = onscreen->winsys;
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if (sdl_onscreen->pending_resize_notify)
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{
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_cogl_onscreen_notify_resize (onscreen);
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sdl_onscreen->pending_resize_notify = FALSE;
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}
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}
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}
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static void
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flush_pending_resize_notifications_idle (void *user_data)
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{
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CoglContext *context = user_data;
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CoglRenderer *renderer = context->display->renderer;
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CoglRendererSdl2 *sdl_renderer = renderer->winsys;
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/* This needs to be disconnected before invoking the callbacks in
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* case the callbacks cause it to be queued again */
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_cogl_closure_disconnect (sdl_renderer->resize_notify_idle);
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sdl_renderer->resize_notify_idle = NULL;
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g_list_foreach (context->framebuffers,
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flush_pending_notifications_cb,
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NULL);
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}
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static CoglFilterReturn
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sdl_window_event_filter (SDL_WindowEvent *event,
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CoglContext *context)
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{
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SDL_Window *window;
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CoglFramebuffer *framebuffer;
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window = SDL_GetWindowFromID (event->windowID);
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if (window == NULL)
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return COGL_FILTER_CONTINUE;
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framebuffer = SDL_GetWindowData (window, COGL_SDL_WINDOW_DATA_KEY);
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if (framebuffer == NULL || framebuffer->context != context)
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return COGL_FILTER_CONTINUE;
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if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED)
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{
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CoglDisplay *display = context->display;
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CoglRenderer *renderer = display->renderer;
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CoglRendererSdl2 *sdl_renderer = renderer->winsys;
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float width = event->data1;
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float height = event->data2;
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CoglOnscreenSdl2 *sdl_onscreen;
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_cogl_framebuffer_winsys_update_size (framebuffer, width, height);
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/* We only want to notify that a resize happened when the
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* application calls cogl_context_dispatch so instead of
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* immediately notifying we queue an idle callback */
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if (!sdl_renderer->resize_notify_idle)
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{
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sdl_renderer->resize_notify_idle =
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_cogl_poll_renderer_add_idle (renderer,
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flush_pending_resize_notifications_idle,
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context,
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NULL);
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}
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sdl_onscreen = COGL_ONSCREEN (framebuffer)->winsys;
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sdl_onscreen->pending_resize_notify = TRUE;
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}
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else if (event->event == SDL_WINDOWEVENT_EXPOSED)
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{
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CoglOnscreenDirtyInfo info;
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/* Sadly SDL doesn't seem to report the rectangle of the expose
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* event so we'll just queue the whole window */
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info.x = 0;
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info.y = 0;
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info.width = framebuffer->width;
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info.height = framebuffer->height;
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_cogl_onscreen_queue_dirty (COGL_ONSCREEN (framebuffer), &info);
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}
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return COGL_FILTER_CONTINUE;
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}
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static CoglFilterReturn
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sdl_event_filter_cb (SDL_Event *event, void *data)
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{
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CoglContext *context = data;
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switch (event->type)
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{
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case SDL_WINDOWEVENT:
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return sdl_window_event_filter (&event->window, context);
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default:
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return COGL_FILTER_CONTINUE;
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}
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}
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static CoglBool
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_cogl_winsys_context_init (CoglContext *context, CoglError **error)
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{
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CoglRenderer *renderer = context->display->renderer;
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context->winsys = g_new0 (CoglContextSdl2, 1);
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if (G_UNLIKELY (renderer->sdl_event_type_set == FALSE))
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g_error ("cogl_sdl_renderer_set_event_type() or cogl_sdl_context_new() "
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"must be called during initialization");
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if (!_cogl_context_update_features (context, error))
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return FALSE;
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if (SDL_GL_GetSwapInterval () != -1)
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COGL_FLAGS_SET (context->winsys_features,
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COGL_WINSYS_FEATURE_SWAP_REGION_THROTTLE,
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TRUE);
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/* We'll manually handle queueing dirty events in response to
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* SDL_WINDOWEVENT_EXPOSED events */
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COGL_FLAGS_SET (context->private_features,
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COGL_PRIVATE_FEATURE_DIRTY_EVENTS,
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TRUE);
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_cogl_renderer_add_native_filter (renderer,
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(CoglNativeFilterFunc) sdl_event_filter_cb,
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context);
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return TRUE;
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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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CoglRenderer *renderer = context->display->renderer;
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_cogl_renderer_remove_native_filter (renderer,
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(CoglNativeFilterFunc)
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sdl_event_filter_cb,
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context);
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g_free (context->winsys);
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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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CoglFramebuffer *fb = COGL_FRAMEBUFFER (onscreen);
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CoglContext *context = fb->context;
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CoglContextSdl2 *sdl_context = context->winsys;
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CoglDisplaySdl2 *sdl_display = context->display->winsys;
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CoglOnscreenSdl2 *sdl_onscreen = onscreen->winsys;
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if (sdl_context->current_window == sdl_onscreen->window)
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return;
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SDL_GL_MakeCurrent (sdl_onscreen->window, sdl_display->context);
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sdl_context->current_window = sdl_onscreen->window;
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/* It looks like SDL just directly calls a glXSwapInterval function
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* when this is called. This may be provided by either the EXT
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* extension, the SGI extension or the Mesa extension. The SGI
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* extension is per context so we can't just do this once when the
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* framebuffer is allocated. See the comments in the GLX winsys for
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* more info. */
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if (COGL_FLAGS_GET (context->winsys_features,
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COGL_WINSYS_FEATURE_SWAP_REGION_THROTTLE))
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{
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CoglFramebuffer *fb = COGL_FRAMEBUFFER (onscreen);
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SDL_GL_SetSwapInterval (fb->config.swap_throttled ? 1 : 0);
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}
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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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CoglOnscreenSdl2 *sdl_onscreen = onscreen->winsys;
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|
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if (sdl_onscreen->window != NULL)
|
|
{
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|
CoglContext *context = COGL_FRAMEBUFFER (onscreen)->context;
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CoglContextSdl2 *sdl_context = context->winsys;
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if (sdl_context->current_window == sdl_onscreen->window)
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{
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CoglDisplaySdl2 *sdl_display = context->display->winsys;
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|
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/* SDL explicitly unbinds the context when the currently
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* bound window is destroyed. Cogl always needs a context
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* bound so that for example it can create texture resources
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* at any time even without flushing a framebuffer.
|
|
* Therefore we'll bind the dummy window. */
|
|
SDL_GL_MakeCurrent (sdl_display->dummy_window,
|
|
sdl_display->context);
|
|
sdl_context->current_window = sdl_display->dummy_window;
|
|
}
|
|
|
|
SDL_DestroyWindow (sdl_onscreen->window);
|
|
sdl_onscreen->window = NULL;
|
|
}
|
|
|
|
g_slice_free (CoglOnscreenSdl2, sdl_onscreen);
|
|
onscreen->winsys = NULL;
|
|
}
|
|
|
|
static CoglBool
|
|
_cogl_winsys_onscreen_init (CoglOnscreen *onscreen,
|
|
CoglError **error)
|
|
{
|
|
CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (onscreen);
|
|
CoglOnscreenSdl2 *sdl_onscreen;
|
|
SDL_Window *window;
|
|
int width, height;
|
|
SDL_WindowFlags flags;
|
|
|
|
width = cogl_framebuffer_get_width (framebuffer);
|
|
height = cogl_framebuffer_get_height (framebuffer);
|
|
|
|
flags = SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN;
|
|
|
|
/* The resizable property on SDL window apparently can only be set
|
|
* on creation */
|
|
if (onscreen->resizable)
|
|
flags |= SDL_WINDOW_RESIZABLE;
|
|
|
|
window = SDL_CreateWindow ("" /* title */,
|
|
0, 0, /* x/y */
|
|
width, height,
|
|
flags);
|
|
|
|
if (window == NULL)
|
|
{
|
|
_cogl_set_error (error, COGL_WINSYS_ERROR,
|
|
COGL_WINSYS_ERROR_CREATE_ONSCREEN,
|
|
"SDL_CreateWindow failed: %s",
|
|
SDL_GetError ());
|
|
return FALSE;
|
|
}
|
|
|
|
SDL_SetWindowData (window, COGL_SDL_WINDOW_DATA_KEY, onscreen);
|
|
|
|
onscreen->winsys = g_slice_new (CoglOnscreenSdl2);
|
|
sdl_onscreen = onscreen->winsys;
|
|
sdl_onscreen->window = window;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static void
|
|
_cogl_winsys_onscreen_swap_buffers_with_damage (CoglOnscreen *onscreen,
|
|
const int *rectangles,
|
|
int n_rectangles)
|
|
{
|
|
CoglOnscreenSdl2 *sdl_onscreen = onscreen->winsys;
|
|
|
|
SDL_GL_SwapWindow (sdl_onscreen->window);
|
|
}
|
|
|
|
static void
|
|
_cogl_winsys_onscreen_update_swap_throttled (CoglOnscreen *onscreen)
|
|
{
|
|
CoglContext *context = COGL_FRAMEBUFFER (onscreen)->context;
|
|
CoglContextSdl2 *sdl_context = context->winsys;
|
|
CoglOnscreenSdl2 *sdl_onscreen = onscreen->winsys;
|
|
|
|
if (sdl_context->current_window != sdl_onscreen->window)
|
|
return;
|
|
|
|
sdl_context->current_window = NULL;
|
|
_cogl_winsys_onscreen_bind (onscreen);
|
|
}
|
|
|
|
static void
|
|
_cogl_winsys_onscreen_set_visibility (CoglOnscreen *onscreen,
|
|
CoglBool visibility)
|
|
{
|
|
CoglOnscreenSdl2 *sdl_onscreen = onscreen->winsys;
|
|
|
|
if (visibility)
|
|
SDL_ShowWindow (sdl_onscreen->window);
|
|
else
|
|
SDL_HideWindow (sdl_onscreen->window);
|
|
}
|
|
|
|
SDL_Window *
|
|
cogl_sdl_onscreen_get_window (CoglOnscreen *onscreen)
|
|
{
|
|
CoglOnscreenSdl2 *sdl_onscreen;
|
|
|
|
_COGL_RETURN_VAL_IF_FAIL (cogl_is_onscreen (onscreen), NULL);
|
|
|
|
if (!cogl_framebuffer_allocate (COGL_FRAMEBUFFER (onscreen), NULL))
|
|
return NULL;
|
|
|
|
sdl_onscreen = onscreen->winsys;
|
|
|
|
return sdl_onscreen->window;
|
|
}
|
|
|
|
const CoglWinsysVtable *
|
|
_cogl_winsys_sdl_get_vtable (void)
|
|
{
|
|
static CoglBool 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_with_damage =
|
|
_cogl_winsys_onscreen_swap_buffers_with_damage;
|
|
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;
|
|
}
|