src/video/winrt/SDL_winrtevents.cpp
author Sam Lantinga
Fri, 27 Jan 2017 21:23:27 -0800
changeset 10861 71d8f9afb690
parent 10737 3406a0f8b041
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_WINRT
    24 
    25 /*
    26  * Windows includes:
    27  */
    28 #include <Windows.h>
    29 using namespace Windows::UI::Core;
    30 using Windows::UI::Core::CoreCursor;
    31 
    32 /*
    33  * SDL includes:
    34  */
    35 #include "SDL_winrtevents_c.h"
    36 #include "../../core/winrt/SDL_winrtapp_common.h"
    37 #include "../../core/winrt/SDL_winrtapp_direct3d.h"
    38 #include "../../core/winrt/SDL_winrtapp_xaml.h"
    39 #include "SDL_assert.h"
    40 #include "SDL_system.h"
    41 
    42 extern "C" {
    43 #include "../../thread/SDL_systhread.h"
    44 #include "../SDL_sysvideo.h"
    45 #include "../../events/SDL_events_c.h"
    46 }
    47 
    48 
    49 /* Forward declarations */
    50 static void WINRT_YieldXAMLThread();
    51 
    52 
    53 /* Global event management */
    54 
    55 void
    56 WINRT_PumpEvents(_THIS)
    57 {
    58     if (SDL_WinRTGlobalApp) {
    59         SDL_WinRTGlobalApp->PumpEvents();
    60     } else if (WINRT_XAMLWasEnabled) {
    61         WINRT_YieldXAMLThread();
    62     }
    63 }
    64 
    65 
    66 /* XAML Thread management */
    67 
    68 enum SDL_XAMLAppThreadState
    69 {
    70     ThreadState_NotLaunched = 0,
    71     ThreadState_Running,
    72     ThreadState_Yielding
    73 };
    74 
    75 static SDL_XAMLAppThreadState _threadState = ThreadState_NotLaunched;
    76 static SDL_Thread * _XAMLThread = nullptr;
    77 static SDL_mutex * _mutex = nullptr;
    78 static SDL_cond * _cond = nullptr;
    79 
    80 static void
    81 WINRT_YieldXAMLThread()
    82 {
    83     SDL_LockMutex(_mutex);
    84     SDL_assert(_threadState == ThreadState_Running);
    85     _threadState = ThreadState_Yielding;
    86     SDL_UnlockMutex(_mutex);
    87 
    88     SDL_CondSignal(_cond);
    89 
    90     SDL_LockMutex(_mutex);
    91     while (_threadState != ThreadState_Running) {
    92         SDL_CondWait(_cond, _mutex);
    93     }
    94     SDL_UnlockMutex(_mutex);
    95 }
    96 
    97 static int
    98 WINRT_XAMLThreadMain(void * userdata)
    99 {
   100     // TODO, WinRT: pass the C-style main() a reasonably realistic
   101     // representation of command line arguments.
   102     int argc = 0;
   103     char **argv = NULL;
   104     return WINRT_SDLAppEntryPoint(argc, argv);
   105 }
   106 
   107 void
   108 WINRT_CycleXAMLThread(void)
   109 {
   110     switch (_threadState) {
   111         case ThreadState_NotLaunched:
   112         {
   113             _cond = SDL_CreateCond();
   114 
   115             _mutex = SDL_CreateMutex();
   116             _threadState = ThreadState_Running;
   117             _XAMLThread = SDL_CreateThreadInternal(WINRT_XAMLThreadMain, "SDL/XAML App Thread", 0, nullptr);
   118 
   119             SDL_LockMutex(_mutex);
   120             while (_threadState != ThreadState_Yielding) {
   121                 SDL_CondWait(_cond, _mutex);
   122             }
   123             SDL_UnlockMutex(_mutex);
   124 
   125             break;
   126         }
   127 
   128         case ThreadState_Running:
   129         {
   130             SDL_assert(false);
   131             break;
   132         }
   133 
   134         case ThreadState_Yielding:
   135         {
   136             SDL_LockMutex(_mutex);
   137             SDL_assert(_threadState == ThreadState_Yielding);
   138             _threadState = ThreadState_Running;
   139             SDL_UnlockMutex(_mutex);
   140 
   141             SDL_CondSignal(_cond);
   142 
   143             SDL_LockMutex(_mutex);
   144             while (_threadState != ThreadState_Yielding) {
   145                 SDL_CondWait(_cond, _mutex);
   146             }
   147             SDL_UnlockMutex(_mutex);
   148         }
   149     }
   150 }
   151 
   152 #endif /* SDL_VIDEO_DRIVER_WINRT */
   153 
   154 /* vi: set ts=4 sw=4 expandtab: */