sdl2: start getting opengl working again

This commit is contained in:
Ronald Kinard 2014-07-22 01:23:08 -05:00
parent 145618785c
commit 0a37bdf76d
3 changed files with 81 additions and 73 deletions

View file

@ -119,9 +119,7 @@ static SDL_bool disable_mouse = SDL_FALSE;
static INT32 firstEntry = 0;
// SDL vars
#ifndef HWRENDER //[segabor] !!! I had problem compiling this source with gcc 3.3
static SDL_Surface *vidSurface = NULL;
#endif
static SDL_Surface *bufSurface = NULL;
static SDL_Surface *icoSurface = NULL;
static SDL_Color localPalette[256];
@ -243,32 +241,44 @@ static void SDLSetMode(INT32 width, INT32 height, SDL_bool fullscreen)
SDL_RenderSetLogicalSize(renderer, width, height);
// Set up Texture
realwidth = width;
realheight = height;
if (texture != NULL)
if (rendermode == render_soft)
{
SDL_DestroyTexture(texture);
}
texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, width, height);
// Set up Texture
realwidth = width;
realheight = height;
if (texture != NULL)
{
SDL_DestroyTexture(texture);
}
texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, width, height);
// Set up SW surface
if (vidSurface != NULL)
{
SDL_FreeSurface(vidSurface);
}
// Set up SW surface
if (vidSurface != NULL)
{
SDL_FreeSurface(vidSurface);
}
#ifdef SDL_BIG_ENDIAN
rmask = 0xFF000000;
gmask = 0x00FF0000;
bmask = 0x0000FF00;
amask = 0x000000FF;
rmask = 0xFF000000;
gmask = 0x00FF0000;
bmask = 0x0000FF00;
amask = 0x000000FF;
#else // HEAD HEADS UP THE ASSIGNMENT ORDER IS FLIPPED, I WAS LAZY --Fury
amask = 0xFF000000;
bmask = 0x00FF0000;
gmask = 0x0000FF00;
rmask = 0x000000FF;
amask = 0xFF000000;
bmask = 0x00FF0000;
gmask = 0x0000FF00;
rmask = 0x000000FF;
#endif
vidSurface = SDL_CreateRGBSurface(0, width, height, 32, rmask, gmask, bmask, amask);
}
#ifdef HWRENDER
else if (rendermode == render_opengl)
{
if (sdlglcontext == 0)
{
sdlglcontext = SDL_GL_CreateContext(window);
}
}
#endif
vidSurface = SDL_CreateRGBSurface(0, width, height, 32, rmask, gmask, bmask, amask);
}
//
@ -1813,15 +1823,46 @@ static SDL_bool Impl_CreateWindow(SDL_bool fullscreen)
#ifdef HWRENDER
if (rendermode == render_opengl)
{
flags |= SDL_WINDOW_OPENGL;
/*
* We want at least 1 bit R, G, and B,
* and at least 16 bpp. Why 1 bit? May be more?
*/
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 1);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 1);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 1);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
window = SDL_CreateWindow("SRB2", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
realwidth, realheight, flags | SDL_WINDOW_OPENGL);
if (window != NULL)
{
renderer = SDL_CreateRenderer(window, -1, 0);
if (renderer != NULL)
{
SDL_RenderSetLogicalSize(renderer, BASEVIDWIDTH, BASEVIDHEIGHT);
sdlglcontext = SDL_GL_CreateContext(window);
}
else return SDL_FALSE;
}
else return SDL_FALSE;
}
#endif
if (rendermode == render_soft)
{
window = SDL_CreateWindow("SRB2", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
realwidth, realheight, flags);
if (window != NULL)
{
renderer = SDL_CreateRenderer(window, -1, 0);
if (renderer != NULL)
{
SDL_RenderSetLogicalSize(renderer, BASEVIDWIDTH, BASEVIDHEIGHT);
}
else return SDL_FALSE;
}
else return SDL_FALSE;
}
window = SDL_CreateWindow("SRB2", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
realwidth, realheight, flags);
renderer = SDL_CreateRenderer(window, -1, 0);
SDL_RenderSetLogicalSize(renderer, BASEVIDWIDTH, BASEVIDHEIGHT);
return SDL_TRUE;
}
@ -2000,17 +2041,14 @@ void I_StartupGraphics(void)
vid.height = BASEVIDHEIGHT;
if (HWD.pfnInit(I_Error)) // let load the OpenGL library
{
/*
* We want at least 1 bit R, G, and B,
* and at least 16 bpp. Why 1 bit? May be more?
*/
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 1);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 1);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 1);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
if (!OglSdlSurface(vid.width, vid.height, (USE_FULLSCREEN)))
// Contrary to SDL1 implementation, all we need is a window and a GL context.
// No setting up a special surface to draw to.
// If the GL context was already made, we're good to go.
/*if (!OglSdlSurface(vid.width, vid.height, (USE_FULLSCREEN)))
if (!OglSdlSurface(vid.width, vid.height, !(USE_FULLSCREEN)))
rendermode = render_soft;
rendermode = render_soft;*/
}
else
rendermode = render_soft;

View file

@ -62,19 +62,11 @@ PFNglGetIntegerv pglGetIntegerv;
PFNglGetString pglGetString;
#endif
#ifdef _PSP
static const Uint32 WOGLFlags = SDL_HWSURFACE|SDL_OPENGL/*|SDL_RESIZABLE*/;
static const Uint32 FOGLFlags = SDL_HWSURFACE|SDL_OPENGL|SDL_FULLSCREEN;
#else
static const Uint32 WOGLFlags = SDL_OPENGL/*|SDL_RESIZABLE*/;
static const Uint32 FOGLFlags = SDL_OPENGL|SDL_FULLSCREEN;
#endif
/** \brief SDL video display surface
*/
SDL_Surface *vidSurface = NULL;
INT32 oglflags = 0;
void *GLUhandle = NULL;
SDL_GLContext sdlglcontext = 0;
#ifndef STATIC_OPENGL
void *GetGLFunc(const char *proc)
@ -159,33 +151,11 @@ boolean LoadGL(void)
boolean OglSdlSurface(INT32 w, INT32 h, boolean isFullscreen)
{
INT32 cbpp;
Uint32 OGLFlags;
//Uint32 OGLFlags;
const GLvoid *glvendor = NULL, *glrenderer = NULL, *glversion = NULL;
cbpp = cv_scr_depth.value < 16 ? 16 : cv_scr_depth.value;
if (vidSurface)
{
//Alam: SDL_Video system free vidSurface for me
#ifdef VOODOOSAFESWITCHING
SDL_QuitSubSystem(SDL_INIT_VIDEO);
SDL_InitSubSystem(SDL_INIT_VIDEO);
#endif
}
if (isFullscreen)
OGLFlags = FOGLFlags;
else
OGLFlags = WOGLFlags;
cbpp = SDL_VideoModeOK(w, h, cbpp, OGLFlags);
if (cbpp < 16)
return true; //Alam: Let just say we did, ok?
vidSurface = SDL_SetVideoMode(w, h, cbpp, OGLFlags);
if (!vidSurface)
return false;
glvendor = pglGetString(GL_VENDOR);
// Get info and extensions.
//BP: why don't we make it earlier ?
@ -274,7 +244,7 @@ void OglSdlFinishUpdate(boolean waitvbl)
}
oldwaitvbl = waitvbl;
SDL_GL_SwapBuffers();
SDL_GL_SwapWindow(window);
}
EXPORT void HWRAPI( OglSdlSetPalette) (RGBA_t *palette, RGBA_t *pgamma)

View file

@ -18,7 +18,6 @@
#include "../v_video.h"
extern SDL_Surface *vidSurface;
extern void *GLUhandle;
boolean OglSdlSurface(INT32 w, INT32 h, boolean isFullscreen);
@ -27,6 +26,7 @@ void OglSdlFinishUpdate(boolean vidwait);
extern SDL_Window *window;
extern SDL_Renderer *renderer;
extern SDL_GLContext sdlglcontext;
#ifdef _CREATE_DLL_
EXPORT void HWRAPI( OglSdlSetPalette ) (RGBA_t *palette, RGBA_t *pgamma);