Files
test/intern/ghost/intern/GHOST_ContextSDL.cpp
Christian Rauch a296b8f694 GPU: replace GLEW with libepoxy
With libepoxy we can choose between EGL and GLX at runtime, as well as
dynamically open EGL and GLX libraries without linking to them.

This will make it possible to build with Wayland, EGL, GLVND support while
still running on systems that only have X11, GLX and libGL. It also paves
the way for headless rendering through EGL.

libepoxy is a new library dependency, and is included in the precompiled
libraries. GLEW is no longer a dependency, and WITH_SYSTEM_GLEW was removed.

Includes contributions by Brecht Van Lommel, Ray Molenkamp, Campbell Barton
and Sergey Sharybin.

Ref T76428

Differential Revision: https://developer.blender.org/D15291
2022-08-15 16:10:29 +02:00

173 lines
4.4 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2014 Blender Foundation. All rights reserved. */
/** \file
* \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 = nullptr;
int GHOST_ContextSDL::s_sharedCount = 0;
GHOST_ContextSDL::GHOST_ContextSDL(bool stereoVisual,
SDL_Window *window,
int contextProfileMask,
int contextMajorVersion,
int contextMinorVersion,
int contextFlags,
int contextResetNotificationStrategy)
: GHOST_Context(stereoVisual),
m_window(window),
m_hidden_window(nullptr),
m_contextProfileMask(contextProfileMask),
m_contextMajorVersion(contextMajorVersion),
m_contextMinorVersion(contextMinorVersion),
m_contextFlags(contextFlags),
m_contextResetNotificationStrategy(contextResetNotificationStrategy),
m_context(nullptr)
{
// assert(m_window != nullptr);
}
GHOST_ContextSDL::~GHOST_ContextSDL()
{
if (m_context == nullptr) {
return;
}
if (m_window != nullptr && m_context == SDL_GL_GetCurrentContext()) {
SDL_GL_MakeCurrent(m_window, nullptr);
}
if (m_context != s_sharedContext || s_sharedCount == 1) {
assert(s_sharedCount > 0);
s_sharedCount--;
if (s_sharedCount == 0) {
s_sharedContext = nullptr;
}
SDL_GL_DeleteContext(m_context);
}
if (m_hidden_window != nullptr) {
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 == nullptr) {
return GHOST_kFailure;
}
return SDL_GL_MakeCurrent(m_window, m_context) ? GHOST_kSuccess : GHOST_kFailure;
}
GHOST_TSuccess GHOST_ContextSDL::releaseDrawingContext()
{
if (m_context == nullptr) {
return GHOST_kFailure;
}
/* Untested, may not work. */
return SDL_GL_MakeCurrent(nullptr, nullptr) ? GHOST_kSuccess : GHOST_kFailure;
}
GHOST_TSuccess GHOST_ContextSDL::initializeDrawingContext()
{
#ifdef GHOST_OPENGL_ALPHA
const bool needAlpha = true;
#else
const bool needAlpha = 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_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 (m_stereoVisual) {
SDL_GL_SetAttribute(SDL_GL_STEREO, 1);
}
if (m_window == nullptr) {
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 != nullptr) {
if (!s_sharedContext) {
s_sharedContext = m_context;
}
s_sharedCount++;
success = (SDL_GL_MakeCurrent(m_window, m_context) < 0) ? GHOST_kFailure : GHOST_kSuccess;
initClearGL();
SDL_GL_SwapWindow(m_window);
success = GHOST_kSuccess;
}
else {
success = GHOST_kFailure;
}
return success;
}
GHOST_TSuccess GHOST_ContextSDL::releaseNativeHandles()
{
m_window = nullptr;
return GHOST_kSuccess;
}
GHOST_TSuccess GHOST_ContextSDL::setSwapInterval(int interval)
{
if (SDL_GL_SetSwapInterval(interval) == -1) {
return GHOST_kFailure;
}
return GHOST_kSuccess;
}
GHOST_TSuccess GHOST_ContextSDL::getSwapInterval(int &intervalOut)
{
intervalOut = SDL_GL_GetSwapInterval();
return GHOST_kSuccess;
}