src/video/emscripten/SDL_emscriptenopengles.c
author Sam Lantinga
Fri, 27 Jan 2017 21:23:27 -0800
changeset 10861 71d8f9afb690
parent 10741 a32fd6b7412b
child 11811 5d94cb6b24d3
permissions -rw-r--r--
Fixed bug 3569 - GL_UpdateViewport leaves PROJECTION matrix selected

Tom Seddon

GL_ActivateRenderer may call GL_UpdateViewport, which leaves the GL_PROJECTION matrix selected. But after GL_ResetState, the GL_MODELVIEW matrix is selected, suggesting that's the intended default state.

It seems at least like these should be consistent. Presumably GL_UpdateViewport should be doing a glMatrixMode(GL_MODELVIEW) before it finishes.
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
     4 
     5   This software is provided 'as-is', without any express or implied
     6   warranty.  In no event will the authors be held liable for any damages
     7   arising from the use of this software.
     8 
     9   Permission is granted to anyone to use this software for any purpose,
    10   including commercial applications, and to alter it and redistribute it
    11   freely, subject to the following restrictions:
    12 
    13   1. The origin of this software must not be misrepresented; you must not
    14      claim that you wrote the original software. If you use this software
    15      in a product, an acknowledgment in the product documentation would be
    16      appreciated but is not required.
    17   2. Altered source versions must be plainly marked as such, and must not be
    18      misrepresented as being the original software.
    19   3. This notice may not be removed or altered from any source distribution.
    20 */
    21 #include "../../SDL_internal.h"
    22 
    23 #if SDL_VIDEO_DRIVER_EMSCRIPTEN && SDL_VIDEO_OPENGL_EGL
    24 
    25 #include <emscripten/emscripten.h>
    26 #include <GLES2/gl2.h>
    27 
    28 #include "SDL_emscriptenvideo.h"
    29 #include "SDL_emscriptenopengles.h"
    30 
    31 #define LOAD_FUNC(NAME) _this->egl_data->NAME = NAME;
    32 
    33 /* EGL implementation of SDL OpenGL support */
    34 
    35 int
    36 Emscripten_GLES_LoadLibrary(_THIS, const char *path) {
    37     /*we can't load EGL dynamically*/
    38     _this->egl_data = (struct SDL_EGL_VideoData *) SDL_calloc(1, sizeof(SDL_EGL_VideoData));
    39     if (!_this->egl_data) {
    40         return SDL_OutOfMemory();
    41     }
    42 
    43     /* Emscripten forces you to manually cast eglGetProcAddress to the real
    44        function type; grep for "__eglMustCastToProperFunctionPointerType" in
    45        Emscripten's egl.h for details. */
    46     _this->egl_data->eglGetProcAddress = (void *(EGLAPIENTRY *)(const char *)) eglGetProcAddress;
    47 
    48     LOAD_FUNC(eglGetDisplay);
    49     LOAD_FUNC(eglInitialize);
    50     LOAD_FUNC(eglTerminate);
    51     LOAD_FUNC(eglChooseConfig);
    52     LOAD_FUNC(eglGetConfigAttrib);
    53     LOAD_FUNC(eglCreateContext);
    54     LOAD_FUNC(eglDestroyContext);
    55     LOAD_FUNC(eglCreateWindowSurface);
    56     LOAD_FUNC(eglDestroySurface);
    57     LOAD_FUNC(eglMakeCurrent);
    58     LOAD_FUNC(eglSwapBuffers);
    59     LOAD_FUNC(eglSwapInterval);
    60     LOAD_FUNC(eglWaitNative);
    61     LOAD_FUNC(eglWaitGL);
    62     LOAD_FUNC(eglBindAPI);
    63     
    64     _this->egl_data->egl_display = _this->egl_data->eglGetDisplay(EGL_DEFAULT_DISPLAY);
    65     if (!_this->egl_data->egl_display) {
    66         return SDL_SetError("Could not get EGL display");
    67     }
    68     
    69     if (_this->egl_data->eglInitialize(_this->egl_data->egl_display, NULL, NULL) != EGL_TRUE) {
    70         return SDL_SetError("Could not initialize EGL");
    71     }
    72 
    73     if (path) {
    74         SDL_strlcpy(_this->gl_config.driver_path, path, sizeof(_this->gl_config.driver_path) - 1);
    75     } else {
    76         *_this->gl_config.driver_path = '\0';
    77     }
    78     
    79     return 0;
    80 }
    81 
    82 void
    83 Emscripten_GLES_DeleteContext(_THIS, SDL_GLContext context)
    84 {
    85     /*
    86     WebGL contexts can't actually be deleted, so we need to reset it.
    87     ES2 renderer resets state on init anyway, clearing the canvas should be enough
    88     */
    89 
    90     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    91 
    92     SDL_EGL_DeleteContext(_this, context);
    93 }
    94 
    95 SDL_EGL_CreateContext_impl(Emscripten)
    96 SDL_EGL_SwapWindow_impl(Emscripten)
    97 SDL_EGL_MakeCurrent_impl(Emscripten)
    98 
    99 void
   100 Emscripten_GLES_GetDrawableSize(_THIS, SDL_Window * window, int * w, int * h)
   101 {
   102     SDL_WindowData *data;
   103     if (window->driverdata) {
   104         data = (SDL_WindowData *) window->driverdata;
   105 
   106         if (w) {
   107             *w = window->w * data->pixel_ratio;
   108         }
   109 
   110         if (h) {
   111             *h = window->h * data->pixel_ratio;
   112         }
   113     }
   114 }
   115 
   116 #endif /* SDL_VIDEO_DRIVER_EMSCRIPTEN && SDL_VIDEO_OPENGL_EGL */
   117 
   118 /* vi: set ts=4 sw=4 expandtab: */
   119