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https://github.com/brl/mutter.git
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2616ae0fa9
This adds a new CoglDriver for GL 3 called COGL_DRIVER_GL3. When requested, the GLX, EGL and SDL2 winsyss will set the necessary attributes to request a forward-compatible core profile 3.1 context. That means it will have no deprecated features. To simplify the explosion of checks for specific combinations of context->driver, many of these conditionals have now been replaced with private feature flags that are checked instead. The GL and GLES drivers now initialise these private feature flags depending on which driver is used. The fixed function backends now explicitly check whether the fixed function private feature is available which means the GL3 driver will fall back to always using the GLSL progend. Since Rob's latest patches the GLSL progend no longer uses any fixed function API anyway so it should just work. The driver is currently lower priority than COGL_DRIVER_GL so it will not be used unless it is specificly requested. We may want to change this priority at some point because apparently Mesa can make some memory savings if a core profile context is used. In GL 3, getting the combined extensions string with glGetString is deprecated so this patch changes it to use glGetStringi to build up an array of extensions instead. _cogl_context_get_gl_extensions now returns this array instead of trying to return a const string. The caller is expected to free the array. Some issues with this patch: • GL 3 does not support GL_ALPHA format textures. We should probably make this a feature flag or something. Cogl uses this to render text which currently just throws a GL error and breaks so it's pretty important to do something about this before considering the GL3 driver to be stable. • GL 3 doesn't support client side vertex buffers. This probably doesn't matter because CoglBuffer won't normally use malloc'd buffers if VBOs are available, but it might but worth making malloc'd buffers a private feature and forcing it not to use them. • GL 3 doesn't support the default vertex array object. This patch just makes it create and bind a single non-default vertex array object which gets used just like the normal default object. Ideally it would be good to use vertex array objects properly and attach them to a CoglPrimitive to cache the state. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 66c9db993595b3a22e63f4c201ea468bc9b88cb6)
432 lines
13 KiB
C
432 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 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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#include "cogl-error-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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CoglOnscreen *onscreen;
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Uint32 video_mode_flags;
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CoglBool pending_resize_notify;
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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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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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#ifdef COGL_HAS_SDL_GLES_SUPPORT
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if (renderer->driver != COGL_DRIVER_GL)
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return SDL_GLES_GetProcAddress (name);
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#endif
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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 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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#ifndef COGL_HAS_SDL_GLES_SUPPORT
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if (renderer->driver != COGL_DRIVER_GL)
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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 SDL winsys only supports the GL driver");
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return FALSE;
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}
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#endif /* COGL_HAS_SDL_GLES_SUPPORT */
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if (SDL_Init (SDL_INIT_VIDEO) == -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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"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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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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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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switch (display->renderer->driver)
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{
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case COGL_DRIVER_GL:
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sdl_display->video_mode_flags = SDL_OPENGL;
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break;
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case COGL_DRIVER_GL3:
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"The SDL winsys does not support GL 3");
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goto error;
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#ifdef COGL_HAS_SDL_GLES_SUPPORT
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case COGL_DRIVER_GLES2:
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sdl_display->video_mode_flags = SDL_OPENGLES;
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SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 0);
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break;
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case COGL_DRIVER_GLES1:
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sdl_display->video_mode_flags = SDL_OPENGLES;
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SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 1);
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SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 1);
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break;
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#endif /* COGL_HAS_SDL_GLES_SUPPORT */
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default:
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g_assert_not_reached ();
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}
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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, /* width/height */
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0, /* bitsperpixel */
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sdl_display->video_mode_flags);
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if (sdl_display->surface == 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_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 CoglFilterReturn
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sdl_event_filter_cb (SDL_Event *event, void *data)
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{
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if (event->type == SDL_VIDEORESIZE)
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{
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CoglContext *context = data;
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CoglDisplay *display = context->display;
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CoglDisplaySdl *sdl_display = display->winsys;
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float width = event->resize.w;
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float height = event->resize.h;
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CoglFramebuffer *framebuffer;
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if (!sdl_display->onscreen)
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return COGL_FILTER_CONTINUE;
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sdl_display->surface = SDL_SetVideoMode (width, height,
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0, /* bitsperpixel */
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sdl_display->video_mode_flags);
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framebuffer = COGL_FRAMEBUFFER (sdl_display->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 immediately
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notifying we'll set a flag to remember to notify later */
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sdl_display->pending_resize_notify = TRUE;
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return COGL_FILTER_CONTINUE;
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}
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return COGL_FILTER_CONTINUE;
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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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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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_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 _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->onscreen = 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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CoglError **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->onscreen)
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{
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_cogl_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,
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0, /* bitsperpixel */
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sdl_display->video_mode_flags);
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if (sdl_display->surface == NULL)
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{
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_cogl_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->onscreen = onscreen;
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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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CoglBool 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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static void
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_cogl_winsys_onscreen_set_resizable (CoglOnscreen *onscreen,
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CoglBool resizable)
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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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width = cogl_framebuffer_get_width (framebuffer);
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height = cogl_framebuffer_get_height (framebuffer);
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if (resizable)
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sdl_display->video_mode_flags |= SDL_RESIZABLE;
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else
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sdl_display->video_mode_flags &= ~SDL_RESIZABLE;
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sdl_display->surface = SDL_SetVideoMode (width, height,
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0, /* bitsperpixel */
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sdl_display->video_mode_flags);
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}
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static void
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_cogl_winsys_poll_dispatch (CoglContext *context,
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const CoglPollFD *poll_fds,
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int n_poll_fds)
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{
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CoglDisplay *display = context->display;
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CoglDisplaySdl *sdl_display = display->winsys;
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if (sdl_display->pending_resize_notify)
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{
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CoglOnscreen *onscreen = sdl_display->onscreen;
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g_return_if_fail (onscreen != NULL);
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_cogl_onscreen_notify_resize (onscreen);
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sdl_display->pending_resize_notify = FALSE;
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}
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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.onscreen_set_resizable = _cogl_winsys_onscreen_set_resizable;
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vtable.poll_dispatch = _cogl_winsys_poll_dispatch;
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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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