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Location: cpp/openttd-patchpack/source/src/video/sdl2_opengl_v.cpp
r27709:13454adf22b6
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Change: [CI] rework preview flow and use Cloudflare Pages to publish (#11116)
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 | /*
* This file is part of OpenTTD.
* OpenTTD 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, version 2.
* OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file sdl2_opengl_v.cpp Implementation of the OpenGL backend for SDL2 video driver. */
/* XXX -- Temporary hack for Windows compile */
#define WINGDIAPI
#define APIENTRY
#include "../stdafx.h"
#include "../openttd.h"
#include "../gfx_func.h"
#include "../rev.h"
#include "../blitter/factory.hpp"
#include "../network/network.h"
#include "../thread.h"
#include "../progress.h"
#include "../core/random_func.hpp"
#include "../core/math_func.hpp"
#include "../core/mem_func.hpp"
#include "../core/geometry_func.hpp"
#include "../fileio_func.h"
#include "../framerate_type.h"
#include "../window_func.h"
#include "sdl2_opengl_v.h"
#include <SDL.h>
#include <mutex>
#include <condition_variable>
#include <GL/gl.h>
#include "../3rdparty/opengl/glext.h"
#include "opengl.h"
#ifdef __EMSCRIPTEN__
# include <emscripten.h>
# include <emscripten/html5.h>
#endif
#include "../safeguards.h"
static FVideoDriver_SDL_OpenGL iFVideoDriver_SDL_OpenGL;
/** Platform-specific callback to get an OpenGL funtion pointer. */
static OGLProc GetOGLProcAddressCallback(const char *proc)
{
return reinterpret_cast<OGLProc>(SDL_GL_GetProcAddress(proc));
}
bool VideoDriver_SDL_OpenGL::CreateMainWindow(uint w, uint h, uint flags)
{
return this->VideoDriver_SDL_Base::CreateMainWindow(w, h, SDL_WINDOW_OPENGL);
}
const char *VideoDriver_SDL_OpenGL::Start(const StringList ¶m)
{
const char *error = VideoDriver_SDL_Base::Start(param);
if (error != nullptr) return error;
error = this->AllocateContext();
if (error != nullptr) {
this->Stop();
return error;
}
this->driver_info += " (";
this->driver_info += OpenGLBackend::Get()->GetDriverName();
this->driver_info += ")";
/* Now we have a OpenGL context, force a client-size-changed event,
* so all buffers are allocated correctly. */
int w, h;
SDL_GetWindowSize(this->sdl_window, &w, &h);
this->ClientSizeChanged(w, h, true);
/* We should have a valid screen buffer now. If not, something went wrong and we should abort. */
if (_screen.dst_ptr == nullptr) {
this->Stop();
return "Can't get pointer to screen buffer";
}
/* Main loop expects to start with the buffer unmapped. */
this->ReleaseVideoPointer();
return nullptr;
}
void VideoDriver_SDL_OpenGL::Stop()
{
this->DestroyContext();
this->VideoDriver_SDL_Base::Stop();
}
void VideoDriver_SDL_OpenGL::DestroyContext()
{
OpenGLBackend::Destroy();
if (this->gl_context != nullptr) {
SDL_GL_DeleteContext(this->gl_context);
this->gl_context = nullptr;
}
}
void VideoDriver_SDL_OpenGL::ToggleVsync(bool vsync)
{
SDL_GL_SetSwapInterval(vsync);
}
const char *VideoDriver_SDL_OpenGL::AllocateContext()
{
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
if (_debug_driver_level >= 8) {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
}
this->gl_context = SDL_GL_CreateContext(this->sdl_window);
if (this->gl_context == nullptr) return "SDL2: Can't active GL context";
ToggleVsync(_video_vsync);
return OpenGLBackend::Create(&GetOGLProcAddressCallback, this->GetScreenSize());
}
void VideoDriver_SDL_OpenGL::PopulateSystemSprites()
{
OpenGLBackend::Get()->PopulateCursorCache();
}
void VideoDriver_SDL_OpenGL::ClearSystemSprites()
{
OpenGLBackend::Get()->ClearCursorCache();
}
bool VideoDriver_SDL_OpenGL::AllocateBackingStore(int w, int h, bool force)
{
if (this->gl_context == nullptr) return false;
if (_screen.dst_ptr != nullptr) this->ReleaseVideoPointer();
w = std::max(w, 64);
h = std::max(h, 64);
MemSetT(&this->dirty_rect, 0);
bool res = OpenGLBackend::Get()->Resize(w, h, force);
SDL_GL_SwapWindow(this->sdl_window);
_screen.dst_ptr = this->GetVideoPointer();
CopyPalette(this->local_palette, true);
return res;
}
void *VideoDriver_SDL_OpenGL::GetVideoPointer()
{
if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
this->anim_buffer = OpenGLBackend::Get()->GetAnimBuffer();
}
return OpenGLBackend::Get()->GetVideoBuffer();
}
void VideoDriver_SDL_OpenGL::ReleaseVideoPointer()
{
if (this->anim_buffer != nullptr) OpenGLBackend::Get()->ReleaseAnimBuffer(this->dirty_rect);
OpenGLBackend::Get()->ReleaseVideoBuffer(this->dirty_rect);
MemSetT(&this->dirty_rect, 0);
this->anim_buffer = nullptr;
}
void VideoDriver_SDL_OpenGL::Paint()
{
PerformanceMeasurer framerate(PFE_VIDEO);
if (this->local_palette.count_dirty != 0) {
Blitter *blitter = BlitterFactory::GetCurrentBlitter();
/* Always push a changed palette to OpenGL. */
OpenGLBackend::Get()->UpdatePalette(this->local_palette.palette, this->local_palette.first_dirty, this->local_palette.count_dirty);
if (blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_BLITTER) {
blitter->PaletteAnimate(this->local_palette);
}
this->local_palette.count_dirty = 0;
}
OpenGLBackend::Get()->Paint();
OpenGLBackend::Get()->DrawMouseCursor();
SDL_GL_SwapWindow(this->sdl_window);
}
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