sdl2: fix opengl (almost) entirely

This commit is contained in:
Ronald Kinard 2014-07-23 19:39:41 -05:00
parent fea559398a
commit d078e3e17f
3 changed files with 32 additions and 49 deletions

View file

@ -29,9 +29,6 @@
#include "SDL.h"
// SDL2 stub macro
#define SDL2STUB(name) CONS_Printf("SDL2: stubbed: %s:%d\n", __func__, __LINE__)
#ifdef _MSC_VER
#pragma warning(default : 4214 4244)
#endif
@ -172,54 +169,32 @@ static void Impl_SetWindowIcon(void);
static void SDLSetMode(INT32 width, INT32 height, SDL_bool fullscreen)
{
#if 0
const char *SDLVD = I_GetEnv("SDL_VIDEODRIVER");
if (SDLVD && strncasecmp(SDLVD,"glSDL",6) == 0) //for glSDL videodriver
vidSurface = SDL_SetVideoMode(width, height,0,SDL_DOUBLEBUF);
else if (cv_vidwait.value && videoblitok && SDL_VideoModeOK(width, height, bpp, flags|SDL_HWSURFACE|SDL_DOUBLEBUF) >= bpp)
vidSurface = SDL_SetVideoMode(width, height, bpp, flags|SDL_HWSURFACE|SDL_DOUBLEBUF);
else if (videoblitok && SDL_VideoModeOK(width, height, bpp, flags|SDL_HWSURFACE) >= bpp)
vidSurface = SDL_SetVideoMode(width, height, bpp, flags|SDL_HWSURFACE);
else if (SDL_VideoModeOK(width, height, bpp, flags|SDL_SWSURFACE) >= bpp)
vidSurface = SDL_SetVideoMode(width, height, bpp, flags|SDL_SWSURFACE);
else return;
realwidth = (Uint16)width;
realheight = (Uint16)height;
#endif
static SDL_bool wasfullscreen = SDL_FALSE;
int rmask;
int gmask;
int bmask;
int amask;
realwidth = vid.width;
realheight = vid.height;
if (window)
{
if (fullscreen && !wasfullscreen)
{
// Recreate window in fullscreen
/*
SDL_DestroyRenderer(renderer);
renderer = NULL;
SDL_DestroyWindow(window);
window = NULL;
Impl_CreateWindow(SDL_TRUE);
Impl_SetWindowIcon();
*/
wasfullscreen = SDL_TRUE;
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
// Logical fullscreen is not implemented yet for OpenGL, so...
// Special case handling
if (rendermode == render_opengl)
{
int sdlw, sdlh;
SDL_GetWindowSize(window, &sdlw, &sdlh);
VID_SetMode(VID_GetModeForSize(sdlw, sdlh));
}
}
else if (!fullscreen && wasfullscreen)
{
// Recreate window in windowed mode
/*
SDL_DestroyRenderer(renderer);
renderer = NULL;
SDL_DestroyWindow(window);
window = NULL;
Impl_CreateWindow(SDL_FALSE);
Impl_SetWindowIcon();
*/
wasfullscreen = SDL_FALSE;
SDL_SetWindowFullscreen(window, 0);
SDL_SetWindowSize(window, width, height);
@ -239,10 +214,14 @@ static void SDLSetMode(INT32 width, INT32 height, SDL_bool fullscreen)
wasfullscreen = fullscreen ? SDL_TRUE : SDL_FALSE;
}
SDL_RenderSetLogicalSize(renderer, width, height);
if (rendermode == render_opengl)
{
OglSdlSurface(vid.width, vid.height, (USE_FULLSCREEN));
}
if (rendermode == render_soft)
{
SDL_RenderSetLogicalSize(renderer, width, height);
// Set up Texture
realwidth = width;
realheight = height;
@ -270,15 +249,6 @@ static void SDLSetMode(INT32 width, INT32 height, SDL_bool fullscreen)
#endif
vidSurface = SDL_CreateRGBSurface(0, width, height, 32, rmask, gmask, bmask, amask);
}
#ifdef HWRENDER
else if (rendermode == render_opengl)
{
if (sdlglcontext == NULL)
{
sdlglcontext = SDL_GL_CreateContext(window);
}
}
#endif
}
//
@ -1339,7 +1309,6 @@ void I_UpdateNoBlit(void)
if (rendermode == render_opengl)
{
OglSdlFinishUpdate(cv_vidwait.value);
SDL_RenderPresent(renderer);
}
else
#endif
@ -1444,7 +1413,6 @@ void I_FinishUpdate(void)
else
{
OglSdlFinishUpdate(cv_vidwait.value);
//SDL_RenderPresent(renderer);
}
#endif
exposevideo = SDL_FALSE;
@ -1835,13 +1803,19 @@ static SDL_bool Impl_CreateWindow(SDL_bool fullscreen)
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);
SDL_GL_MakeCurrent(window, sdlglcontext);
}
else return SDL_FALSE;
*/
sdlglcontext = SDL_GL_CreateContext(window);
SDL_GL_MakeCurrent(window, sdlglcontext);
}
else return SDL_FALSE;
}
@ -2040,6 +2014,7 @@ void I_StartupGraphics(void)
vid.height = BASEVIDHEIGHT;
if (HWD.pfnInit(I_Error)) // let load the OpenGL library
{
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.

View file

@ -25,6 +25,8 @@
#include "SDL.h"
#include "sdlmain.h"
#ifdef _MSC_VER
#pragma warning(default : 4214 4244)
#endif
@ -232,6 +234,7 @@ boolean OglSdlSurface(INT32 w, INT32 h, boolean isFullscreen)
void OglSdlFinishUpdate(boolean waitvbl)
{
static boolean oldwaitvbl = false;
/*
if (oldwaitvbl != waitvbl)
{
#ifdef USE_WGL_SWAP
@ -242,7 +245,7 @@ void OglSdlFinishUpdate(boolean waitvbl)
glXSwapIntervalSGIEXT(waitvbl);
#endif
}
oldwaitvbl = waitvbl;
oldwaitvbl = waitvbl;*/
SDL_GL_SwapWindow(window);
}

View file

@ -22,6 +22,11 @@
extern SDL_bool consolevent;
extern SDL_bool framebuffer;
#include "../m_fixed.h"
// SDL2 stub macro
#define SDL2STUB(name) CONS_Printf("SDL2: stubbed: %s:%d\n", __func__, __LINE__)
/** \brief The JoyInfo_s struct
info about joystick