Skip to content

Latest commit

 

History

History
117 lines (92 loc) · 3.49 KB

SDL_emscriptenopengles.c

File metadata and controls

117 lines (92 loc) · 3.49 KB
 
1
2
/*
Simple DirectMedia Layer
Jan 2, 2016
Jan 2, 2016
3
Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
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_EMSCRIPTEN && SDL_VIDEO_OPENGL_EGL
#include <emscripten/emscripten.h>
#include <GLES2/gl2.h>
#include "SDL_emscriptenvideo.h"
#include "SDL_emscriptenopengles.h"
#define LOAD_FUNC(NAME) _this->egl_data->NAME = NAME;
/* EGL implementation of SDL OpenGL support */
int
Emscripten_GLES_LoadLibrary(_THIS, const char *path) {
/*we can't load EGL dynamically*/
_this->egl_data = (struct SDL_EGL_VideoData *) SDL_calloc(1, sizeof(SDL_EGL_VideoData));
if (!_this->egl_data) {
return SDL_OutOfMemory();
}
LOAD_FUNC(eglGetDisplay);
LOAD_FUNC(eglInitialize);
LOAD_FUNC(eglTerminate);
LOAD_FUNC(eglGetProcAddress);
LOAD_FUNC(eglChooseConfig);
LOAD_FUNC(eglGetConfigAttrib);
LOAD_FUNC(eglCreateContext);
LOAD_FUNC(eglDestroyContext);
LOAD_FUNC(eglCreateWindowSurface);
LOAD_FUNC(eglDestroySurface);
LOAD_FUNC(eglMakeCurrent);
LOAD_FUNC(eglSwapBuffers);
LOAD_FUNC(eglSwapInterval);
LOAD_FUNC(eglWaitNative);
LOAD_FUNC(eglWaitGL);
LOAD_FUNC(eglBindAPI);
_this->egl_data->egl_display = _this->egl_data->eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (!_this->egl_data->egl_display) {
return SDL_SetError("Could not get EGL display");
}
if (_this->egl_data->eglInitialize(_this->egl_data->egl_display, NULL, NULL) != EGL_TRUE) {
return SDL_SetError("Could not initialize EGL");
}
_this->gl_config.driver_loaded = 1;
if (path) {
SDL_strlcpy(_this->gl_config.driver_path, path, sizeof(_this->gl_config.driver_path) - 1);
} else {
*_this->gl_config.driver_path = '\0';
}
return 0;
}
void
Emscripten_GLES_DeleteContext(_THIS, SDL_GLContext context)
{
/*
WebGL contexts can't actually be deleted, so we need to reset it.
ES2 renderer resets state on init anyway, clearing the canvas should be enough
*/
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
SDL_EGL_DeleteContext(_this, context);
}
SDL_EGL_CreateContext_impl(Emscripten)
SDL_EGL_SwapWindow_impl(Emscripten)
SDL_EGL_MakeCurrent_impl(Emscripten)
void
Emscripten_GLES_GetDrawableSize(_THIS, SDL_Window * window, int * w, int * h)
{
SDL_WindowData *data;
if (window->driverdata) {
data = (SDL_WindowData *) window->driverdata;
if (w) {
*w = window->w * data->pixel_ratio;
}
if (h) {
*h = window->h * data->pixel_ratio;
}
}
}
#endif /* SDL_VIDEO_DRIVER_EMSCRIPTEN && SDL_VIDEO_OPENGL_EGL */
/* vi: set ts=4 sw=4 expandtab: */