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17c818a9a7
This adds an alternate version of the SDL winsys using the SDL 2 API. The two versions are mutually exclusive and share the same CoglWinsysID. Version 2 of SDL fits a little bit better with Cogl because it supports multiple windows and the video subsystem can be initialised entirely independently of the rest of the subsystems. The SDL2 winsys creates an invisible dummy window in order to bind the GL context after creating the Cogl display. This is similar to how the X11 winsys's work. SDL2 seems to support compiling with support for both GL and GLES. However there doesn't seem to be a way to select between the two backends outside of SDL. In fact if you do compile them both in it seems to break down because it will always try to use the window system functions from the GLES backend because those are filled in second in the vtable. However when creating the window it will always prefer to use the GL function to choose a visual. This function gets confused because the GL backend has not been initialised at that point. The Cogl backend therefore just leaves it up to SDL to pick a sensible backend. It will then verify that it picked a GL library which matches the Cogl driver by checking the string from glGetString(GL_VERSION). Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 6cb5ab41355e7bfe28f367cf4afa39a7afcfeec2)
416 lines
12 KiB
C
416 lines
12 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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{
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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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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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