/* Simple DirectMedia Layer Copyright (C) 1997-2016 Sam Lantinga This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #include "../../SDL_internal.h" #if SDL_VIDEO_DRIVER_DIRECTFB #include "SDL_DirectFB_video.h" #if SDL_DIRECTFB_OPENGL #include "SDL_DirectFB_opengl.h" #include "SDL_DirectFB_window.h" #include #include "SDL_loadso.h" #endif #if SDL_DIRECTFB_OPENGL struct SDL_GLDriverData { int gl_active; /* to stop switching drivers while we have a valid context */ int initialized; DirectFB_GLContext *firstgl; /* linked list */ /* OpenGL */ void (*glFinish) (void); void (*glFlush) (void); }; #define OPENGL_REQUIRS_DLOPEN #if defined(OPENGL_REQUIRS_DLOPEN) && defined(SDL_LOADSO_DLOPEN) #include #define GL_LoadObject(X) dlopen(X, (RTLD_NOW|RTLD_GLOBAL)) #define GL_LoadFunction dlsym #define GL_UnloadObject dlclose #else #define GL_LoadObject SDL_LoadObject #define GL_LoadFunction SDL_LoadFunction #define GL_UnloadObject SDL_UnloadObject #endif static void DirectFB_GL_UnloadLibrary(_THIS); int DirectFB_GL_Initialize(_THIS) { if (_this->gl_data) { return 0; } _this->gl_data = (struct SDL_GLDriverData *) SDL_calloc(1, sizeof(struct SDL_GLDriverData)); if (!_this->gl_data) { return SDL_OutOfMemory(); } _this->gl_data->initialized = 0; ++_this->gl_data->initialized; _this->gl_data->firstgl = NULL; if (DirectFB_GL_LoadLibrary(_this, NULL) < 0) { return -1; } /* Initialize extensions */ /* FIXME needed? * X11_GL_InitExtensions(_this); */ return 0; } void DirectFB_GL_Shutdown(_THIS) { if (!_this->gl_data || (--_this->gl_data->initialized > 0)) { return; } DirectFB_GL_UnloadLibrary(_this); SDL_free(_this->gl_data); _this->gl_data = NULL; } int DirectFB_GL_LoadLibrary(_THIS, const char *path) { void *handle = NULL; SDL_DFB_DEBUG("Loadlibrary : %s\n", path); if (_this->gl_data->gl_active) { return SDL_SetError("OpenGL context already created"); } if (path == NULL) { path = SDL_getenv("SDL_VIDEO_GL_DRIVER"); if (path == NULL) { path = "libGL.so"; } } handle = GL_LoadObject(path); if (handle == NULL) { SDL_DFB_ERR("Library not found: %s\n", path); /* SDL_LoadObject() will call SDL_SetError() for us. */ return -1; } SDL_DFB_DEBUG("Loaded library: %s\n", path); _this->gl_config.dll_handle = handle; _this->gl_config.driver_loaded = 1; if (path) { SDL_strlcpy(_this->gl_config.driver_path, path, SDL_arraysize(_this->gl_config.driver_path)); } else { *_this->gl_config.driver_path = '\0'; } _this->gl_data->glFinish = DirectFB_GL_GetProcAddress(_this, "glFinish"); _this->gl_data->glFlush = DirectFB_GL_GetProcAddress(_this, "glFlush"); return 0; } static void DirectFB_GL_UnloadLibrary(_THIS) { #if 0 int ret; if (_this->gl_config.driver_loaded) { ret = GL_UnloadObject(_this->gl_config.dll_handle); if (ret) SDL_DFB_ERR("Error #%d trying to unload library.\n", ret); _this->gl_config.dll_handle = NULL; _this->gl_config.driver_loaded = 0; } #endif /* Free OpenGL memory */ SDL_free(_this->gl_data); _this->gl_data = NULL; } void * DirectFB_GL_GetProcAddress(_THIS, const char *proc) { void *handle; handle = _this->gl_config.dll_handle; return GL_LoadFunction(handle, proc); } SDL_GLContext DirectFB_GL_CreateContext(_THIS, SDL_Window * window) { SDL_DFB_WINDOWDATA(window); DirectFB_GLContext *context; SDL_DFB_ALLOC_CLEAR(context, sizeof(DirectFB_GLContext)); SDL_DFB_CHECKERR(windata->surface->GetGL(windata->surface, &context->context)); if (!context->context) return NULL; context->is_locked = 0; context->sdl_window = window; context->next = _this->gl_data->firstgl; _this->gl_data->firstgl = context; SDL_DFB_CHECK(context->context->Unlock(context->context)); if (DirectFB_GL_MakeCurrent(_this, window, context) < 0) { DirectFB_GL_DeleteContext(_this, context); return NULL; } return context; error: return NULL; } int DirectFB_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context) { DirectFB_GLContext *ctx = (DirectFB_GLContext *) context; DirectFB_GLContext *p; for (p = _this->gl_data->firstgl; p; p = p->next) { if (p->is_locked) { SDL_DFB_CHECKERR(p->context->Unlock(p->context)); p->is_locked = 0; } } if (ctx != NULL) { SDL_DFB_CHECKERR(ctx->context->Lock(ctx->context)); ctx->is_locked = 1; } return 0; error: return -1; } int DirectFB_GL_SetSwapInterval(_THIS, int interval) { return SDL_Unsupported(); } int DirectFB_GL_GetSwapInterval(_THIS) { return 0; } int DirectFB_GL_SwapWindow(_THIS, SDL_Window * window) { SDL_DFB_WINDOWDATA(window); DFBRegion region; DirectFB_GLContext *p; region.x1 = 0; region.y1 = 0; region.x2 = window->w; region.y2 = window->h; #if 0 if (devdata->glFinish) devdata->glFinish(); else if (devdata->glFlush) devdata->glFlush(); #endif for (p = _this->gl_data->firstgl; p != NULL; p = p->next) if (p->sdl_window == window && p->is_locked) { SDL_DFB_CHECKERR(p->context->Unlock(p->context)); p->is_locked = 0; } SDL_DFB_CHECKERR(windata->window_surface->Flip(windata->window_surface,NULL, DSFLIP_PIPELINE |DSFLIP_BLIT | DSFLIP_ONSYNC )); return 0; error: return -1; } void DirectFB_GL_DeleteContext(_THIS, SDL_GLContext context) { DirectFB_GLContext *ctx = (DirectFB_GLContext *) context; DirectFB_GLContext *p; if (ctx->is_locked) SDL_DFB_CHECK(ctx->context->Unlock(ctx->context)); SDL_DFB_RELEASE(ctx->context); for (p = _this->gl_data->firstgl; p && p->next != ctx; p = p->next) ; if (p) p->next = ctx->next; else _this->gl_data->firstgl = ctx->next; SDL_DFB_FREE(ctx); } void DirectFB_GL_FreeWindowContexts(_THIS, SDL_Window * window) { DirectFB_GLContext *p; for (p = _this->gl_data->firstgl; p != NULL; p = p->next) if (p->sdl_window == window) { if (p->is_locked) SDL_DFB_CHECK(p->context->Unlock(p->context)); SDL_DFB_RELEASE(p->context); } } void DirectFB_GL_ReAllocWindowContexts(_THIS, SDL_Window * window) { DirectFB_GLContext *p; for (p = _this->gl_data->firstgl; p != NULL; p = p->next) if (p->sdl_window == window) { SDL_DFB_WINDOWDATA(window); SDL_DFB_CHECK(windata->surface->GetGL(windata->surface, &p->context)); if (p->is_locked) SDL_DFB_CHECK(p->context->Lock(p->context)); } } void DirectFB_GL_DestroyWindowContexts(_THIS, SDL_Window * window) { DirectFB_GLContext *p; for (p = _this->gl_data->firstgl; p != NULL; p = p->next) if (p->sdl_window == window) DirectFB_GL_DeleteContext(_this, p); } #endif #endif /* SDL_VIDEO_DRIVER_DIRECTFB */ /* vi: set ts=4 sw=4 expandtab: */