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The ‘length’ for the swap chain is initially -1 which is supposed to mean ‘no preference’. However, both of the SDL winsys's were explicitly setting the SDL_GL_DOUBLEBUFFER attribute to zero in that case which would try to disable double buffering. On OS X, the equivalent to eglSwapBuffers (ie, [NSOpenGLContext flushBuffer]) does nothing for a single buffer context. The cogl-sdl-hello example does not specify the swap chain length so presumably it would end up with a single buffer config. When cogl_onscreen_swap_buffers is called it therefore does nothing and nothing is painted. I guess to make single-buffered contexts actually useful we should expose some public equivalent to glFlush so that you can ensure the rendering commands will actually hit the buffer. Alternatively we could document that cogl_onscreen_swap_buffers performs this task on single-buffered configs and then we could make the SDL winsys explicitly call glFlush in that case. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 71e57f99002d5dee79bbd44b3bc57712b99acb55)
427 lines
13 KiB
C
427 lines
13 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, 2012 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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#include "cogl-winsys-sdl-private.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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int stub;
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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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} CoglOnscreenSdl2;
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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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GError **error)
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{
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if (SDL_VideoInit (NULL) < 0)
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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 (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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GError **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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/* 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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g_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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g_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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/* 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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g_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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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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g_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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g_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 CoglBool
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_cogl_winsys_context_init (CoglContext *context, GError **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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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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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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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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if (sdl_onscreen->window != NULL)
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{
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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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sdl_context->current_window = NULL;
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SDL_DestroyWindow (sdl_onscreen->window);
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sdl_onscreen->window = NULL;
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}
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g_slice_free (CoglOnscreenSdl2, sdl_onscreen);
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onscreen->winsys = NULL;
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}
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static CoglBool
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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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CoglOnscreenSdl2 *sdl_onscreen;
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SDL_Window *window;
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int width, height;
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width = cogl_framebuffer_get_width (framebuffer);
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height = cogl_framebuffer_get_height (framebuffer);
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window = SDL_CreateWindow ("" /* title */,
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0, 0, /* x/y */
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width, height,
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SDL_WINDOW_OPENGL |
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SDL_WINDOW_HIDDEN);
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if (window == 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_CreateWindow failed: %s",
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SDL_GetError ());
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return FALSE;
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}
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onscreen->winsys = g_slice_new (CoglOnscreenSdl2);
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sdl_onscreen = onscreen->winsys;
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sdl_onscreen->window = window;
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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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CoglOnscreenSdl2 *sdl_onscreen = onscreen->winsys;
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SDL_GL_SwapWindow (sdl_onscreen->window);
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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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CoglContext *context = COGL_FRAMEBUFFER (onscreen)->context;
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CoglContextSdl2 *sdl_context = context->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_context->current_window = NULL;
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_cogl_winsys_onscreen_bind (onscreen);
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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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CoglBool visibility)
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{
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CoglOnscreenSdl2 *sdl_onscreen = onscreen->winsys;
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if (visibility)
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SDL_ShowWindow (sdl_onscreen->window);
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else
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SDL_HideWindow (sdl_onscreen->window);
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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 CoglBool 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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