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blender-archive/intern/ghost/intern/GHOST_ContextSDL.cpp
Clément Foucault 60499ff25d GHOST: Fix SDL backend.
We use a hidden window for each offscreen context we need.

On X11 (linux) it does not show any other windows in the OS task bar
but it might be the case on other operating systems (untested).
2018-07-27 16:28:44 +02:00

231 lines
5.2 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2014 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Jason Wilkins
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file ghost/intern/GHOST_ContextSDL.cpp
* \ingroup GHOST
*
* Definition of GHOST_ContextSDL class.
*/
#include "GHOST_ContextSDL.h"
#include <vector>
#include <cassert>
#include <cstdio>
#include <cstring>
SDL_GLContext GHOST_ContextSDL::s_sharedContext = NULL;
int GHOST_ContextSDL::s_sharedCount = 0;
GHOST_ContextSDL::GHOST_ContextSDL(
bool stereoVisual,
GHOST_TUns16 numOfAASamples,
SDL_Window *window,
int contextProfileMask,
int contextMajorVersion,
int contextMinorVersion,
int contextFlags,
int contextResetNotificationStrategy)
: GHOST_Context(stereoVisual, numOfAASamples),
m_window(window),
m_hidden_window(NULL),
m_contextProfileMask(contextProfileMask),
m_contextMajorVersion(contextMajorVersion),
m_contextMinorVersion(contextMinorVersion),
m_contextFlags(contextFlags),
m_contextResetNotificationStrategy(contextResetNotificationStrategy),
m_context(NULL)
{
// assert(m_window != NULL);
}
GHOST_ContextSDL::~GHOST_ContextSDL()
{
if (m_context != NULL) {
if (m_window != NULL && m_context == SDL_GL_GetCurrentContext())
SDL_GL_MakeCurrent(m_window, NULL);
if (m_context != s_sharedContext || s_sharedCount == 1) {
assert(s_sharedCount > 0);
s_sharedCount--;
if (s_sharedCount == 0)
s_sharedContext = NULL;
SDL_GL_DeleteContext(m_context);
}
if (m_hidden_window != NULL)
SDL_DestroyWindow(m_hidden_window);
}
}
GHOST_TSuccess GHOST_ContextSDL::swapBuffers()
{
SDL_GL_SwapWindow(m_window);
return GHOST_kSuccess;
}
GHOST_TSuccess GHOST_ContextSDL::activateDrawingContext()
{
if (m_context) {
return SDL_GL_MakeCurrent(m_window, m_context) ? GHOST_kSuccess : GHOST_kFailure;
}
else {
return GHOST_kFailure;
}
}
GHOST_TSuccess GHOST_ContextSDL::releaseDrawingContext()
{
if (m_context) {
/* Untested, may not work */
return SDL_GL_MakeCurrent(NULL, NULL) ? GHOST_kSuccess : GHOST_kFailure;
}
else {
return GHOST_kFailure;
}
}
GHOST_TSuccess GHOST_ContextSDL::initializeDrawingContext()
{
#ifdef GHOST_OPENGL_ALPHA
const bool needAlpha = true;
#else
const bool needAlpha = false;
#endif
#ifdef GHOST_OPENGL_STENCIL
const bool needStencil = true;
#else
const bool needStencil = false;
#endif
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, m_contextProfileMask);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, m_contextMajorVersion);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, m_contextMinorVersion);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, m_contextFlags);
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
if (needAlpha) {
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
}
if (needStencil) {
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 1);
}
if (m_stereoVisual) {
SDL_GL_SetAttribute(SDL_GL_STEREO, 1);
}
if (m_numOfAASamples) {
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, m_numOfAASamples);
}
if (m_window == NULL) {
m_hidden_window = SDL_CreateWindow(
"Offscreen Context Windows",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
1, 1,
SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS | SDL_WINDOW_HIDDEN
);
m_window = m_hidden_window;
}
m_context = SDL_GL_CreateContext(m_window);
GHOST_TSuccess success;
if (m_context != NULL) {
if (!s_sharedContext)
s_sharedContext = m_context;
s_sharedCount++;
success = (SDL_GL_MakeCurrent(m_window, m_context) < 0) ?
GHOST_kFailure : GHOST_kSuccess;
initContextGLEW();
initClearGL();
SDL_GL_SwapWindow(m_window);
success = GHOST_kSuccess;
}
else {
success = GHOST_kFailure;
}
return success;
}
GHOST_TSuccess GHOST_ContextSDL::releaseNativeHandles()
{
m_window = NULL;
return GHOST_kSuccess;
}
GHOST_TSuccess GHOST_ContextSDL::setSwapInterval(int interval)
{
if (SDL_GL_SetSwapInterval(interval) != -1) {
return GHOST_kSuccess;
}
else {
return GHOST_kFailure;
}
}
GHOST_TSuccess GHOST_ContextSDL::getSwapInterval(int &intervalOut)
{
intervalOut = SDL_GL_GetSwapInterval();
return GHOST_kSuccess;
}