Remove SDL 1.2 support from the GL3 SDL backend.

Do some minor cleanup, while here.
This commit is contained in:
Yamagi Burmeister 2018-07-18 20:58:45 +02:00
parent 0e512a8f5d
commit f03e95901f

View file

@ -30,36 +30,25 @@
#include "header/local.h"
#ifdef SDL2
#include <SDL2/SDL.h>
#else // SDL1.2
#include <SDL/SDL.h>
#endif //SDL2
#if SDL_VERSION_ATLEAST(2, 0, 0)
static SDL_Window* window = NULL;
static SDL_GLContext context = NULL;
#else
static SDL_Surface* window = NULL;
#endif
static SDL_Window* window = NULL;
static SDL_GLContext context = NULL;
static qboolean vsyncActive = false;
qboolean have_stencil = false;
static qboolean vsyncActive = false;
// called by GLimp_InitGraphics() before creating window,
// returns flags for SDL window creation, -1 on error
int GL3_PrepareForWindow(void)
{
unsigned int flags = 0;
int msaa_samples = 0;
if(SDL_GL_LoadLibrary(NULL) < 0) // Default OpenGL is fine.
{
// TODO: is there a better way?
ri.Sys_Error(ERR_FATAL, "Couldn't load libGL: %s!", SDL_GetError());
return -1;
}
@ -70,11 +59,12 @@ int GL3_PrepareForWindow(void)
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
int contextFlags = SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG;
if(gl3_debugcontext && gl3_debugcontext->value)
{
contextFlags |= SDL_GL_CONTEXT_DEBUG_FLAG;
@ -83,16 +73,8 @@ int GL3_PrepareForWindow(void)
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, contextFlags);
}
gl3config.compat_profile = false;
#else // SDL1.2 doesn't have all this, so we'll have some kind of compatibility profile
gl3config.compat_profile = true;
#endif
#if !SDL_VERSION_ATLEAST(2, 0, 0)
/* Set vsync - For SDL1.2, this must be done before creating the window */
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, r_vsync->value ? 1 : 0);
#endif
if (gl_msaa_samples->value)
{
@ -101,14 +83,18 @@ int GL3_PrepareForWindow(void)
if (SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1) < 0)
{
R_Printf(PRINT_ALL, "MSAA is unsupported: %s\n", SDL_GetError());
ri.Cvar_SetValue ("gl_msaa_samples", 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
}
else if (SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, msaa_samples) < 0)
{
R_Printf(PRINT_ALL, "MSAA %ix is unsupported: %s\n", msaa_samples, SDL_GetError());
ri.Cvar_SetValue("gl_msaa_samples", 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
}
@ -119,14 +105,7 @@ int GL3_PrepareForWindow(void)
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
}
/* Initiate the flags */
#if SDL_VERSION_ATLEAST(2, 0, 0)
flags = SDL_WINDOW_OPENGL;
#else // SDL 1.2
flags = SDL_OPENGL;
#endif
return flags;
return SDL_WINDOW_OPENGL;
}
enum {
@ -143,6 +122,7 @@ DebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei le
const char* sourceStr = "Source: Unknown";
const char* typeStr = "Type: Unknown";
const char* severityStr = "Severity: Unknown";
switch(severity)
{
case QGL_DEBUG_SEVERITY_NOTIFICATION:
@ -153,26 +133,32 @@ DebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei le
case GL_DEBUG_SEVERITY_MEDIUM_ARB: severityStr = "Severity: Medium"; break;
case GL_DEBUG_SEVERITY_LOW_ARB: severityStr = "Severity: Low"; break;
}
switch(source)
{
#define SRCCASE(X) case GL_DEBUG_SOURCE_ ## X ## _ARB: sourceStr = "Source: " #X; break;
SRCCASE(API);
SRCCASE(WINDOW_SYSTEM);
SRCCASE(SHADER_COMPILER);
SRCCASE(THIRD_PARTY);
SRCCASE(APPLICATION);
SRCCASE(OTHER);
#undef SRCCASE
}
switch(type)
{
#define TYPECASE(X) case GL_DEBUG_TYPE_ ## X ## _ARB: typeStr = "Type: " #X; break;
TYPECASE(ERROR);
TYPECASE(DEPRECATED_BEHAVIOR);
TYPECASE(UNDEFINED_BEHAVIOR);
TYPECASE(PORTABILITY);
TYPECASE(PERFORMANCE);
TYPECASE(OTHER);
#undef TYPECASE
}
@ -188,24 +174,21 @@ int GL3_InitContext(void* win)
if(win == NULL)
{
ri.Sys_Error(ERR_FATAL, "R_InitContext() must not be called with NULL argument!");
return false;
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
window = (SDL_Window*)win;
window = (SDL_Window*)win;
context = SDL_GL_CreateContext(window);
if(context == NULL)
{
R_Printf(PRINT_ALL, "GL3_InitContext(): Creating OpenGL Context failed: %s\n", SDL_GetError());
window = NULL;
return false;
}
#else // SDL 1.2
window = (SDL_Surface*)win;
// context is created implicitly with window, nothing to do here
#endif
if (gl_msaa_samples->value)
{
@ -215,12 +198,8 @@ int GL3_InitContext(void* win)
}
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
/* For SDL2, this must be done after creating the window */
GL3_SetSwapInterval();
#else // SDL1.2 - set vsyncActive to whatever is configured, hoping it was actually set
vsyncActive = r_vsync->value ? 1 : 0;
#endif
/* Initialize the stencil buffer */
if (SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &stencil_bits) == 0)
@ -236,11 +215,13 @@ int GL3_InitContext(void* win)
if(!gladLoadGLLoader(SDL_GL_GetProcAddress))
{
R_Printf(PRINT_ALL, "GL3_InitContext(): ERROR: loading OpenGL function pointers failed!\n");
return false;
}
else if (GLVersion.major < 3 || (GLVersion.major == 3 && GLVersion.minor < 2))
{
R_Printf(PRINT_ALL, "GL3_InitContext(): ERROR: glad only got GL version %d.%d!\n", GLVersion.major, GLVersion.minor);
return false;
}
else
@ -248,12 +229,7 @@ int GL3_InitContext(void* win)
R_Printf(PRINT_ALL, "Successfully loaded OpenGL function pointers using glad, got version %d.%d!\n", GLVersion.major, GLVersion.minor);
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
gl3config.debug_output = GLAD_GL_ARB_debug_output != 0;
#else
gl3config.debug_output = 0; // no debug contexts with SDL1.2 - can't set the context flag!
#endif
gl3config.anisotropic = GLAD_GL_EXT_texture_filter_anisotropic != 0;
gl3config.major_version = GLVersion.major;
@ -272,26 +248,16 @@ int GL3_InitContext(void* win)
/* Window title - set here so we can display renderer name in it */
snprintf(title, sizeof(title), "Yamagi Quake II %s - OpenGL 3.2", YQ2VERSION);
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_SetWindowTitle(window, title);
#else
SDL_WM_SetCaption(title, title);
#endif
return true;
}
void GL3_SetSwapInterval(void)
{
#if SDL_VERSION_ATLEAST(2, 0, 0)
/* Set vsync - TODO: -1 could be set for "late swap tearing" */
SDL_GL_SetSwapInterval(r_vsync->value ? 1 : 0);
vsyncActive = SDL_GL_GetSwapInterval() != 0;
#else
R_Printf(PRINT_ALL, "SDL1.2 requires a vid_restart to apply changes to r_vsync (vsync)!\n");
#endif
}
qboolean GL3_IsVsyncActive(void)
@ -304,11 +270,7 @@ qboolean GL3_IsVsyncActive(void)
*/
void GL3_EndFrame(void)
{
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_GL_SwapWindow(window);
#else
SDL_GL_SwapBuffers();
#endif
}
/*
@ -316,35 +278,19 @@ void GL3_EndFrame(void)
*/
void GL3_ShutdownWindow(qboolean contextOnly)
{
/* Clear the backbuffer and make it
current. This may help some broken
video drivers like the AMD Catalyst
to avoid artifacts in unused screen
areas.
Only do this if we have a context, though. */
if (window)
{
#if SDL_VERSION_ATLEAST(2, 0, 0)
if(context)
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GL3_EndFrame();
SDL_GL_DeleteContext(context);
context = NULL;
}
#else // SDL1.2
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GL3_EndFrame();
#endif
}
window = NULL;
if(!contextOnly)
if (!contextOnly)
{
ri.Vid_ShutdownWindow();
window = NULL;
}
}
}