Try to enable openxr with SDL's opengl too.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6135 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2021-12-20 10:06:17 +00:00
parent 2808962a49
commit d3f0bfea71

View file

@ -327,10 +327,6 @@ static qboolean SDLVID_Init (rendererstate_t *info, unsigned char *palette, r_qr
return false;
#ifdef OPENGL_SDL
case QR_OPENGL:
if (info->vr)
Con_Printf(CON_ERROR"%s support is not available with SDL-OpenGL\n", info->vr->description);
info->vr = NULL;
#if SDL_MAJOR_VERSION >= 2
SDL_GL_LoadLibrary(NULL);
#endif
@ -481,6 +477,33 @@ static qboolean SDLVID_Init (rendererstate_t *info, unsigned char *palette, r_qr
if (qrenderer == QR_OPENGL)
{
int srgb;
vrsetup_t setup = {sizeof(setup)};
SDL_SysWMinfo wminfo;
SDL_VERSION(&wminfo.version);
SDL_GetWindowWMInfo(sdlwindow, &wminfo);
switch(wminfo.subsystem)
{
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
case SDL_SYSWM_WINDOWS:
setup.vrplatform = VR_WIN_WGL;
break;
#endif
#if defined(SDL_VIDEO_DRIVER_X11)
case SDL_SYSWM_X11:
setup.vrplatform = VR_X11_GLX;
break;
#endif
// case SDL_SYSWM_WAYLAND:
// setup.vrplatform = VR_EGL;
// break;
default:
setup.vrplatform = VR_HEADLESS; //unsupported platform...
break;
}
if (info->vr && !info->vr->Prepare(&setup))
info->vr = NULL;
sdlcontext = SDL_GL_CreateContext(sdlwindow);
if (!sdlcontext)
{
@ -500,6 +523,37 @@ static qboolean SDLVID_Init (rendererstate_t *info, unsigned char *palette, r_qr
SDL_GL_GetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, &srgb);
if (srgb)
vid.flags |= VID_SRGB_CAPABLE;
//now fill it in properly, now that we have a context.
switch(wminfo.subsystem)
{
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
case SDL_SYSWM_WINDOWS:
setup.wgl.hdc = wminfo.info.win.hdc;
setup.wgl.hglrc = SDL_GL_GetCurrentContext();
break;
#endif
#if defined(SDL_VIDEO_DRIVER_X11)
case SDL_SYSWM_X11:
setup.x11_glx.display = wminfo.info.x11.display;
setup.x11_glx.drawable = wminfo.info.x11.window;
setup.x11_glx.visualid = 0;//???
setup.x11_glx.glxfbconfig = 0;//???
setup.x11_glx.glxcontext = SDL_GL_GetCurrentContext();
break;
#endif
default:
setup.vrplatform = VR_HEADLESS; //unsupported platform...
break;
}
if (info->vr && !info->vr->Init(&setup, info))
{
info->vr->Shutdown();
vid.vr = NULL;
}
else
vid.vr = info->vr;
}
#endif